this post was submitted on 15 Jul 2023
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So, this is an area I've been struggling to figure out. How do I balance a combat encounter?

I obviously know you can't trust CR, but I'm struggling to figure out how I should plan or balance a combat encounter when that's not an option.

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[โ€“] dreamsickdev@ttrpg.network 3 points 1 year ago (1 children)

Agree, this is what I look at as well. I try to have the XP difficulty match close to the party's "xp budget". I like using the encounter difficulty calculator at https://kastark.co.uk/rpgs/encounter-calculator-5th/ because it shows both CR and XP, it's very basic and minimalistic.

[โ€“] Flushmaster@ttrpg.network 2 points 1 year ago* (last edited 1 year ago)

Yeah, that's a great tool to use as a starting point. But getting a good looking number from that calculator doesn't mean that your party isn't going to smash the enemies or get wiped in three rounds. Different monsters will have different abilities (AC, attack bonus, damage, spells, resistances, saves, etc) just as your PCs will depending on their classes and builds. A group of slow moving monsters with high AC and low dexterity saves might be an appropriate or tough challenge for a heavily martial party, but add one wizard with spells like fireball or even burning hands at lower levels and suddenly they're all taking full damage at once. There's also the action economy to consider; a single enemy that attacks once per turn isn't going to deal as much damage as a party of four all attacking it (unless it has legendary actions or it's hitting hard enough to drop a PC in one or two hits) but a bunch of low CR enemies can potentially take out a half the party in a round or two via sheer volume of weak hits if they aren't hit with some sort of AoE attack. As the DM you have to adjust for such factors and that's really much more of an art than a science.