Ok so if I make an encouter for mid level characters (6 level 6 in this case) and I use some strong and some weak monster (like regular hobgoblins that get wiped by fireballs, which the party has), should I add a bit more low CR monsters scince they are likely to get blasted anyway? The thing is I have a CR calculator and adding 2 hobgoblins to the encouter make the multiplier go from x2 to x2.5, ramping the level difficulty from precisely deadly (8400) to way above (1100). Should I not really care about it because the effective difficulty of the encounter will drop significantly the moment they drop 2 monsters with 11 hp?
If you've got stronger monsters in the mix, you may want to calculate them separately, so they don't get the hobgoblin's multiplier.
You should also be wary of underestimating the difficulty of an encounter. Those hobgoblins may go down en mass, but it will still use up player resources, and with so many of them, they could do a respectable amount of damage before the wizard's turn, or spread out so as to be harder to thin out. You can always add a few reinforcement hobgoblins mid fight if they do get whiped out too easy.
Take all of the CR calculators with a grain of salt. As you surmised, the group multiplier doesn't really function well, particularly with low level mobs against a mid level PC.
That being said, if the mass of hobgoblins went first, and were in melee range, the story could be a lot different.
Balancing vs AoE spells is tricky :)
With 6 level 6 pcs, adding smaller monsters that are that weak just becomes a bookkeeping chore for you, add a few slightly higher health monsters instead, or have some monsters join the fight a round or two in. IF you trying to deplete the higher level spell, you can add more of the "minions" and try to have them go after the caster. if the caster does something else then the group could be overrun.
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"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
Also consider using a few swarms. This could be done with creatures that aren't typically swarms but use different tactics than single versions of the same creature. This would allow for slightly better damage, perhaps a higher AC, and more HP for the swarm while having them move as a unit to simplify their mechanics and rolls. You can also prepare encounters that work against AOE, tight quarters, anti magic zones, spread out enemies using tactics to avoid AOE, or other tactics. The PCs will be getting a bit of a reputation by 6th level and that isn't always a good thing.
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Ok so if I make an encouter for mid level characters (6 level 6 in this case) and I use some strong and some weak monster (like regular hobgoblins that get wiped by fireballs, which the party has), should I add a bit more low CR monsters scince they are likely to get blasted anyway? The thing is I have a CR calculator and adding 2 hobgoblins to the encouter make the multiplier go from x2 to x2.5, ramping the level difficulty from precisely deadly (8400) to way above (1100). Should I not really care about it because the effective difficulty of the encounter will drop significantly the moment they drop 2 monsters with 11 hp?
Dungeon Master in the world of Greyhawk,
Rawilow
If you've got stronger monsters in the mix, you may want to calculate them separately, so they don't get the hobgoblin's multiplier.
You should also be wary of underestimating the difficulty of an encounter. Those hobgoblins may go down en mass, but it will still use up player resources, and with so many of them, they could do a respectable amount of damage before the wizard's turn, or spread out so as to be harder to thin out. You can always add a few reinforcement hobgoblins mid fight if they do get whiped out too easy.
Take all of the CR calculators with a grain of salt. As you surmised, the group multiplier doesn't really function well, particularly with low level mobs against a mid level PC.
That being said, if the mass of hobgoblins went first, and were in melee range, the story could be a lot different.
Balancing vs AoE spells is tricky :)
With 6 level 6 pcs, adding smaller monsters that are that weak just becomes a bookkeeping chore for you, add a few slightly higher health monsters instead, or have some monsters join the fight a round or two in. IF you trying to deplete the higher level spell, you can add more of the "minions" and try to have them go after the caster. if the caster does something else then the group could be overrun.
"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
Also consider using a few swarms. This could be done with creatures that aren't typically swarms but use different tactics than single versions of the same creature. This would allow for slightly better damage, perhaps a higher AC, and more HP for the swarm while having them move as a unit to simplify their mechanics and rolls. You can also prepare encounters that work against AOE, tight quarters, anti magic zones, spread out enemies using tactics to avoid AOE, or other tactics. The PCs will be getting a bit of a reputation by 6th level and that isn't always a good thing.