So the DMG24 says that an easy encounter for lvl 1 is 50xp per character; it then gives examples for a party of 4 lvl1 characters, such as a single CR1 (200xp) creature, 4 CR¼ (50xp each for 200xp total) creatures, or 6 twig blights of CR⅛ (25xp each for 150xp total).
Why is it not 8 to get the 200xp? It says to use as much of the xp budget as possible without going over, but it could easily fit 2 more twig blights in that budget (or 2 other CR⅛ creatures, or 1 CR¼ creature). It does say something about many creatures, but sets the limit for "many creatures" at above 2 per player, and only vaguely suggests that in such a case you should use some more fragile creatures that can easily be killed, but since 8 twig blights would be at 2 per player (so not above), and they seem like fairly fragile creatures anyway, I don't really get why they went with 6 rather than 8
Keep in mind that the 200 EXP is their max for easy, so they are showing you that you don’t have to always do the max. You can do something smaller - like 6 twig blights instead of 8.
I can't speak for how they decided to do anything, but level 1 and CR 1/8 are both at the height of "squishiness", so to speak. A problem that you can easily have at that level is that if one side takes their turn before the other, they can knock out half the opposition before the other side can retaliate. In this case, if the twig blights go first, they can easily take out two PCs, and then you have 2 PC vs. 8 twig blights, which is deadly.
6 twig blights lowers the chances of that happening, (they'll be less likely to knock out 2 PCs), although the chances of the party taking them out before they get a turn stays (if they use an AOE spell).
That said, this isn't how I'd personally deal with the problem. I'd send the twig blights in waves, so that they never have to face eight at a time. (I might also raise it to 10 twig blights, to compensate.) If using at once, I'd spread them out so that they attack different party members, reducing the chances of a turn 1 knock out, I'd give them at least two different initiatives (1 roll for each 4 blights), and I might fudge the roll or have some of the twig blights waste their turn posturing (going "ROAR") if I see the first couple getting lucky.
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DM, writer, and blog master of https://dragonencounters.com/ a blog dedicated to providing unusual, worthwhile encounters for each monster, making each one unique.
Also, suggestions for which monsters might be found together (for people tired of dungeons full of one humanoid race, and perhaps a few beasts and undead.)
Keep in mind that the 200 EXP is their max for easy, so they are showing you that you don’t have to always do the max. You can do something smaller - like 6 twig blights instead of 8.
Sure, but the rules also say you should try to use as much of the budget as possible without going over, so that's kind of counter to what they're showing with the example
I can't speak for how they decided to do anything, but level 1 and CR 1/8 are both at the height of "squishiness", so to speak. A problem that you can easily have at that level is that if one side takes their turn before the other, they can knock out half the opposition before the other side can retaliate. In this case, if the twig blights go first, they can easily take out two PCs, and then you have 2 PC vs. 8 twig blights, which is deadly.
6 twig blights lowers the chances of that happening, (they'll be less likely to knock out 2 PCs), although the chances of the party taking them out before they get a turn stays (if they use an AOE spell).
That said, this isn't how I'd personally deal with the problem. I'd send the twig blights in waves, so that they never have to face eight at a time. (I might also raise it to 10 twig blights, to compensate.) If using at once, I'd spread them out so that they attack different party members, reducing the chances of a turn 1 knock out, I'd give them at least two different initiatives (1 roll for each 4 blights), and I might fudge the roll or have some of the twig blights waste their turn posturing (going "ROAR") if I see the first couple getting lucky.
Ah, that makes sense, I was indeed already thinking of splitting the initiative in two anyway just so that it's not as clumped together (and rather than rolling twice, either have half the party go between or do ±10 on the rolled initiative for the other half)
You could begin the encounter by telling the players that 8 (or more) twig blights are attacking them. But once any character uses any kind of fire-based attack or spell against a twig blight, the rest all disengage and run (because of their vulnerability to fire). Of course, this assumes that someone in the party has access to fire. This let's you get the best of both worlds. You get to scare the players by telling them that 8, or even 10, or heck why not even 12 twig blights are charging at them! But you also get to see them celebrate in both triumph and relief as half of the twig blights give up and run away at the first sight of fire.
So the DMG24 says that an easy encounter for lvl 1 is 50xp per character; it then gives examples for a party of 4 lvl1 characters, such as a single CR1 (200xp) creature, 4 CR¼ (50xp each for 200xp total) creatures, or 6 twig blights of CR⅛ (25xp each for 150xp total).
Why is it not 8 to get the 200xp? It says to use as much of the xp budget as possible without going over, but it could easily fit 2 more twig blights in that budget (or 2 other CR⅛ creatures, or 1 CR¼ creature). It does say something about many creatures, but sets the limit for "many creatures" at above 2 per player, and only vaguely suggests that in such a case you should use some more fragile creatures that can easily be killed, but since 8 twig blights would be at 2 per player (so not above), and they seem like fairly fragile creatures anyway, I don't really get why they went with 6 rather than 8
Keep in mind that the 200 EXP is their max for easy, so they are showing you that you don’t have to always do the max. You can do something smaller - like 6 twig blights instead of 8.
Wisea$$ DM and Player since 1979.
I can't speak for how they decided to do anything, but level 1 and CR 1/8 are both at the height of "squishiness", so to speak. A problem that you can easily have at that level is that if one side takes their turn before the other, they can knock out half the opposition before the other side can retaliate. In this case, if the twig blights go first, they can easily take out two PCs, and then you have 2 PC vs. 8 twig blights, which is deadly.
6 twig blights lowers the chances of that happening, (they'll be less likely to knock out 2 PCs), although the chances of the party taking them out before they get a turn stays (if they use an AOE spell).
That said, this isn't how I'd personally deal with the problem. I'd send the twig blights in waves, so that they never have to face eight at a time. (I might also raise it to 10 twig blights, to compensate.) If using at once, I'd spread them out so that they attack different party members, reducing the chances of a turn 1 knock out, I'd give them at least two different initiatives (1 roll for each 4 blights), and I might fudge the roll or have some of the twig blights waste their turn posturing (going "ROAR") if I see the first couple getting lucky.
DM, writer, and blog master of https://dragonencounters.com/ a blog dedicated to providing unusual, worthwhile encounters for each monster, making each one unique.
Also, suggestions for which monsters might be found together (for people tired of dungeons full of one humanoid race, and perhaps a few beasts and undead.)
Sure, but the rules also say you should try to use as much of the budget as possible without going over, so that's kind of counter to what they're showing with the example
Ah, that makes sense, I was indeed already thinking of splitting the initiative in two anyway just so that it's not as clumped together (and rather than rolling twice, either have half the party go between or do ±10 on the rolled initiative for the other half)
Why not both?
You could begin the encounter by telling the players that 8 (or more) twig blights are attacking them. But once any character uses any kind of fire-based attack or spell against a twig blight, the rest all disengage and run (because of their vulnerability to fire). Of course, this assumes that someone in the party has access to fire. This let's you get the best of both worlds. You get to scare the players by telling them that 8, or even 10, or heck why not even 12 twig blights are charging at them! But you also get to see them celebrate in both triumph and relief as half of the twig blights give up and run away at the first sight of fire.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.