The DM is running T3 to T4 content so level 15-16 but doesn't know about low CR monsters and finds low CR monsters more effective against level 15 characters?
That AC24 paladin probably has around 130+ hit points. Low CR monsters with multiattack are going to be totally useless against him. A creature with 3 attacks and +8 to hit will still only be hitting three times every four turns.
Currently level 14, but will probably level up next session.
High CR monsters would overwhelmed the players in great numbers.
Low CR monsters in volume are easier to justify and not as outright deadly but can still be a threat.
That is the balance I am looking for. "Can still be a threat".
I don't want to overwhelm the players, but I don't want to underwhelm them either.
You can still use reasonably high CR in numbers. For a level 14 party you can probably use two CR 5s per PC and they'll be fine. I would actually avoid multiattack if you're going to be using more than two monsters per PC, it's a lot of die rolling.
Just use more powerful monsters. simple fix. Or as stated earlier... as the DM you can always give the monsters extra attacks which throws some spice at players who memorize monster manuals.
Buffs and debuffs can do a lot. Stuff like Bless, Faerie Fire, Entangle can make your front line a lot more threatening. At higher levels, you can grant these benefits through magical terrain or something in addition to just adding a spellcaster or two. Especially when Team Monster has the home advantage, they should get some clear benefits on the battlefield. Making these buffs/traps things that the party can somehow neutralize can be a fun alternate goal in a combat encounter.
If not, then you should know that nearly any number of CR3 monsters are going to die to a single powered up Fireball.
No they aren't. They might die to two, but average CR 3 hp is around 60 and the monsters might be decently spread out (I suspect the OP likes monsters in numbers because he has a lot of single target characters, though). I mean, I wouldn't use CR 3 monsters because dealing with 10+ monsters at once is annoying and most of them have pretty low attack bonuses, but just using a pack of ten Hell Hounds and having them all breathe on the party will make a dent.
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I find this thread confusing.
The DM is running T3 to T4 content so level 15-16 but doesn't know about low CR monsters and finds low CR monsters more effective against level 15 characters?
That AC24 paladin probably has around 130+ hit points. Low CR monsters with multiattack are going to be totally useless against him. A creature with 3 attacks and +8 to hit will still only be hitting three times every four turns.
Something doesn't add up here.
Currently level 14, but will probably level up next session.
High CR monsters would overwhelmed the players in great numbers.
Low CR monsters in volume are easier to justify and not as outright deadly but can still be a threat.
That is the balance I am looking for. "Can still be a threat".
I don't want to overwhelm the players, but I don't want to underwhelm them either.
You can still use reasonably high CR in numbers. For a level 14 party you can probably use two CR 5s per PC and they'll be fine. I would actually avoid multiattack if you're going to be using more than two monsters per PC, it's a lot of die rolling.
Just use more powerful monsters. simple fix. Or as stated earlier... as the DM you can always give the monsters extra attacks which throws some spice at players who memorize monster manuals.
Lvl 14? There are a whole mess of things you can do to them! I thought they were lower level - sorry for not paying attention.
Just about every classic encounter can be used at this point without flinching. You can really cut loose with all the cool monsters now!
Demons, Devils, Elementals, Giants, Slaad, fun stuff!
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Buffs and debuffs can do a lot. Stuff like Bless, Faerie Fire, Entangle can make your front line a lot more threatening. At higher levels, you can grant these benefits through magical terrain or something in addition to just adding a spellcaster or two. Especially when Team Monster has the home advantage, they should get some clear benefits on the battlefield. Making these buffs/traps things that the party can somehow neutralize can be a fun alternate goal in a combat encounter.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Did you start this campaign at high level and are you DM'ing for the first time?
If not, then you should know that nearly any number of CR3 monsters are going to die to a single powered up Fireball.
Part of the reason you need higher CR monsters is that they can actually survive for a round or 2 to get attacks in.
No they aren't. They might die to two, but average CR 3 hp is around 60 and the monsters might be decently spread out (I suspect the OP likes monsters in numbers because he has a lot of single target characters, though). I mean, I wouldn't use CR 3 monsters because dealing with 10+ monsters at once is annoying and most of them have pretty low attack bonuses, but just using a pack of ten Hell Hounds and having them all breathe on the party will make a dent.