🛸 Encounters & Fights - JulTob/DnD GitHub Wiki
🛡️ Encounter Building in D&D
Crafting memorable encounters is at the core of being a Dungeon Master in Dungeons & Dragons. Whether it's a thrilling battle or a tense negotiation, good encounters make your world feel alive and your players’ choices meaningful. Here are some key elements for designing an epic encounter:
📍 Location Matters!
A well-chosen location can make your encounter truly unforgettable. Build the encounter with the terrain or region in mind to immerse your players in a specific atmosphere. The setting isn't just a backdrop—it can impact tactics, storytelling, and the creatures present.
Theme your encounter focused in a geography or region.
Consider Terrain or Region for Creatures and Challenges
- Foreign Planet
- Frozen Tundra
- Desolate Desert
- Riscky Mountain Top
- Disgusting Swamp
- Spaceship
- Cave Network
- Ruined City
- Luxurious Uptown
- Disgusting Sewers
Using unique environments gives each encounter flavor, creating challenges beyond the enemies themselves. For example, climbing a rocky crag while fending off wyverns adds layers of danger.
⚔️ Battlefields:
Creative Use of the Environment
Get creative with your environments to keep battles dynamic:
-
Hazardous Terrain
- Think quicksand, icy surfaces, or crumbling ledges. Forcing players to adapt to shifting conditions keeps them engaged.
-
Interactive Elements
- Include objects players can use: loose rocks to push onto enemies, vines to swing across ravines, or magical statues that can be activated during the fight.
-
Verticality
- Adding height differences—ledges, cliffs, or tall trees—creates tactical opportunities for ranged attacks or stealth.
The environment is just as much a part of the encounter as the enemies themselves. Encourage players to use their surroundings to their advantage.
🎚️ Difficulty Setting
Driving the Plot
Every encounter should drive the plot forward and challenge your players. Adjust the difficulty based on the narrative arc:
-
Quick Scuffle
- Good for a warm-up or to add variety.
-
Series of Small Battles:
- Perfect for dungeons or as part of a larger quest.
-
Epic Battle
- Two oposing armies. These are challenging, with multiple phases or unique conditions.
- Don't limit yourself to a field. A Battlefield can be a city being conquered, a town being raided, or a tower being protected.
-
Climatic Encounter
- A dramatic confrontation with the primary antagonist.
- Quick Escape
- Forces players to think on their feet, avoiding or dealing with enemies while trying to make an escape.
Difficulty isn’t always about dealing the most damage. It’s about creating tension, urgency, and consequences. The goal is to keep players on their toes.
🏃♂️ Fight or Flight: Know When to Run
Not every battle is meant to be fought to the bitter end. Allow (and sometimes encourage) players to retreat when the odds are overwhelmingly against them. Knowing when to fight and when to flee adds realism and stakes to the story. Give opportunities for players to realize they're outmatched and let them use their wits to escape.
Encounter Building
This section introduces new guidelines for building combat encounters, offering an alternative to the rules in the Dungeon Master's Guide. This system uses the same underlying math but presents it in a more flexible way.
Step 1: Assess the Characters
First, evaluate the player characters. Use their levels to determine the appropriate challenge ratings of creatures. Also, consider each character’s hit points, saving throw modifiers, and potential damage output, as these can influence the encounter's difficulty.
Step 2: Choose Encounter Size
Decide whether the encounter will involve a single monster or multiple creatures:
- Single Monster: A legendary creature is ideal for a solo battle.
- Multiple Monsters: Determine how many creatures you want to include before proceeding.
Step 3: Determine Numbers and Challenge Ratings
Solo Monster Encounters
For a battle featuring a single legendary monster, use the Solo Monster Challenge Rating table to find the appropriate CR based on the party's size and level:
Character Level | 6 Characters | 5 Characters | 4 Characters |
---|---|---|---|
1st | 2 | 2 | 1 |
2nd | 4 | 3 | 2 |
3rd | 5 | 4 | 3 |
4th | 6 | 5 | 4 |
5th | 9 | 8 | 7 |
... | ... | ... | ... |
20th | 24 | 23 | 22 |
- Adjusting Difficulty:
- For a tougher battle, use a CR 1 or 2 levels higher.
- For an easier battle, use a CR 3 or more levels lower.
Multiple Monster Encounters
For encounters with multiple monsters:
- Determine Challenge Rating: Note the CR for each creature.
- Use Tables for Balance: Consult the Multiple Monsters tables for characters of 1st-5th, 6th-10th, 11th-15th, and 16th-20th levels. These tables provide ratios to balance encounters.
Example:
-
A party of four 3rd-level characters:
- Good Match: One CR 2 monster.
- Tough Match: One CR 3 monster.
- Balanced Encounter: One CR 1, one CR 1/2, and two CR 1/4 monsters.
-
Mixed-Level Parties:
- Option 1: Group characters by level and match them with appropriate monsters.
- Option 2: Average the party's level and select monsters based on that average.
-
Adjusting Difficulty:
- For an easier encounter, treat the party as one-third smaller.
- For a more challenging encounter, treat the party as half again larger.
Weak Monsters and High-Level Characters
For simplicity, lower CRs are omitted from higher-level tables. Assume a 1:12 ratio for low CR creatures not listed, indicating that twelve such creatures equal one higher-level character.
Step 4: Select Monsters
After determining the challenge ratings (CR) from the previous step, you're ready to pick individual monsters. This step involves more art than science. While challenge rating is important, you should also consider the following factors:
- Hit Points and Damage: Compare the damage a monster can deal to the hit point maximum of each character. Be cautious with monsters that can drop a character in one hit unless the encounter is meant to be deadly.
- Saving Throws: Consider whether the monster's abilities target saving throws that the party is weak against.
- Character Offense: Assess if the monsters have vulnerabilities that align with the party’s strengths.
If the available monsters at the desired challenge rating aren't a good match, feel free to return to step 3 to adjust the CR and number of creatures for a better fit.
Multiple Monsters Tables
1st-5th Level
Character Level | CR 1/8 | CR 1/4 | CR 1/2 | CR 1 | CR 2 | CR 3 | CR 4 | CR 5 |
---|---|---|---|---|---|---|---|---|
1st | 5:1 | 3:1 | 2:1 | 1:1 | ||||
2nd | 6:1 | 4:1 | 2:1 | 1:1 | ||||
3rd | 6:1 | 4:1 | 2:1 | 1:1 | 2:1 | 3:1 | ||
4th | 6:1 | 5:1 | 3:1 | 1:2 | 2:1 | 3:1 | 4:1 | |
5th | 6:1 | 5:1 | 3:1 | 1:2 | 2:1 | 3:1 | 4:1 | 5:1 |
6th-10th Level
Character Level | CR 1/8 | CR 1/4 | CR 1/2 | CR 1 | CR 2 | CR 3 | CR 4 | CR 5 | CR 6 | CR 7 | CR 8 | CR 9 | CR 10 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6th | 1:12 | 1:9 | 1:5 | 1:2 | 1:1 | 2:1 | 3:1 | 4:1 | 5:1 | ||||
7th | 1:12 | 1:10 | 1:6 | 1:2 | 1:1 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | |||
8th | 1:12 | 1:10 | 1:7 | 1:2 | 1:1 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | |||
9th | 1:12 | 1:12 | 1:8 | 1:4 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | ||||
10th | 1:12 | 1:12 | 1:10 | 1:8 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 |
11th-15th Level
Character Level | CR 1/8 | CR 1/4 | CR 1/2 | CR 1 | CR 2 | CR 3 | CR 4 | CR 5 | CR 6 | CR 7 | CR 8 | CR 9 | CR 10 | CR 11 | CR 12 | CR 13 | CR 14 | CR 15 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
11th | 1:12 | 1:12 | 1:10 | 1:8 | 1:6 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1 | |||||||
12th | 1:12 | 1:12 | 1:12 | 1:9 | 1:7 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1 | 8:1 | ||||||
13th | 1:12 | 1:12 | 1:12 | 1:10 | 1:8 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1 | 8:1 | 9:1 | |||||
14th | 1:12 | 1:12 | 1:12 | 1:12 | 1:9 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1 | 8:1 | 9:1 | 10:1 | ||||
15th | 1:12 | 1:12 | 1:12 | 1:12 | 1:12 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1 | 8:1 | 9:1 | 10:1 | 11:1 |
16th-20th Level
Character Level | CR 1/8 | CR 1/4 | CR 1/2 | CR 1 | CR 2 | CR 3 | CR 4 | CR 5 | CR 6 | CR 7 | CR 8 | CR 9 | CR 10 | CR 11 | CR 12 | CR 13 | CR 14 | CR 15 | CR 16 | CR 17 | CR 18 | CR 19 | CR 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16th | 1:12 | 1:12 | 1:12 | 1:12 | 1:12 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1 | 8:1 | 9:1 | 10:1 | 11:1 | 12:1 | |||||||
17th | 1:12 | 1:12 | 1:12 | 1:12 | 1:12 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1 | 8:1 | 9:1 | 10:1 | 11:1 | 12:1 | 13:1 | ||||||
18th | 1:12 | 1:12 | 1:12 | 1:12 | 1:12 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1 | 8:1 | 9:1 | 10:1 | 11:1 | 12:1 | 13:1 | 14:1 | |||||
19th | 1:12 | 1:12 | 1:12 | 1:12 | 1:12 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1 | 8:1 | 9:1 | 10:1 | 11:1 | 12:1 | 13:1 | 14:1 | 15:1 | ||||
20th | 1:12 | 1:12 | 1:12 | 1:12 | 1:12 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1 | 8:1 | 9:1 | 10:1 | 11:1 | 12:1 | 13:1 | 14:1 | 15:1 | 16:1 |
Step 5: Add Flavor
Combat encounters are about more than just swinging weapons and casting spells. Consider these elements to add depth to your encounters:
Monster Personality
Assign personality traits to your monsters using the Monster Personality table, or create your own based on the creature’s description in the Monster Manual.
- Cowardly; looking to surrender
- Greedy; wants treasure
- Braggart; makes a show of bravery but runs from danger
- Fanatic; ready to die fighting
- Rabble; poorly trained and easily rattled
- Brave; stands its ground
- Joker; taunts its enemies
- Bully; refuses to believe it can lose
Monster Relationships
Consider any rivalries, hatreds, or attachments among the monsters. These relationships can influence their behavior in combat.
- Has a rival; wants one random ally to suffer
- Is abused by others; hangs back, betrays at first opportunity
- Is worshiped; allies will die for it
- Is outcast by group; its allies ignore it
- Is outcast by choice; cares only for itself
- Is seen as a bully; its allies want to see it defeated
Random Events
Think about what might happen in the encounter area if the characters were absent. Consider adding random events, such as changing weather, shifts in guard duties, or visits from other creatures. This can add unpredictability and excitement to the encounter.
Terrain and Traps
Enhance your encounter by adding elements to the battlefield that present challenges beyond the fight itself. Use the tables in the Dungeon Master’s Guide to determine room features, obstacles, and traps.
Quick Matchups
For a faster but less precise method of balancing encounters, use the Quick Matchups table:
Key Points:
- Environment-Specific Encounters: Each environment (like Arctic or Desert) has tailored encounters reflecting its unique challenges and inhabitants.
- Level-Specific Challenges: Encounters are categorized by character levels, ensuring appropriate difficulty and complexity.
- Narrative and Combat Balance: While many encounters are combat-oriented, others offer narrative depth, such as encountering a peculiar object or weather event.
- Customization Encouraged: DMs are encouraged to adjust these encounters to better fit their campaign’s story and player dynamics.
Encounter Building Guidelines
Step 1: Assess Party Level and Size
- Determine the Party’s Average Level: Add up the levels of all characters and divide by the number of characters to find the average level.
- Determine Party Size: Note how many players are in the party. Standard encounters assume a party of 4-6 characters.
Step 2: Define Encounter Difficulty
- Easy: The party should handle this with little risk of death.
- Medium: This will challenge the party but should not be life-threatening.
- Hard: The party may be at risk of character deaths.
- Deadly: There’s a real risk of a total party wipe.
Step 3: Select Creature Challenge Rating (CR)
- Easy Encounter: Choose creatures where the total CR equals one-quarter (1/4) of the party’s average level.
- Medium Encounter: The total CR should equal half (1/2) of the party’s average level.
- Hard Encounter: The total CR should match the party’s average level.
- Deadly Encounter: The total CR should be about double the party’s average level.
Step 4: Adjust for Multiple Monsters
When using multiple monsters, the encounter becomes more challenging. Use the following adjustments:
- Two creatures: Each creature should have a CR of about 75% of what a single creature’s CR would be.
- Four creatures: Each creature should have a CR of about 50%.
- Six creatures: Each creature should have a CR of about 33%.
- Eight creatures: Each creature should have a CR of about 25%.
Step 5: Consider Special Abilities and Terrain
- Powerful Abilities: If a creature has particularly deadly abilities (e.g., high-damage attacks, area control, etc.), consider lowering its CR when calculating the encounter.
- Terrain Advantages: Adjust the difficulty if the terrain heavily favors the creatures (e.g., fighting flying creatures on a cliffside).
Examples of Encounter Building
Example 1: Level 4 Party of Four Players (Average Level: 4)
- Easy Encounter:
- CR 1 creature, or two CR 1/2 creatures.
- Example: 1 Ogre (CR 2).
- CR 1 creature, or two CR 1/2 creatures.
- Medium Encounter:
- CR 2 creature, or four CR 1/2 creatures.
- Example: 1 Ogre (CR 2) + 2 Goblins (CR 1/4 each).
- CR 2 creature, or four CR 1/2 creatures.
- Hard Encounter:
- CR 4 creature, or two CR 2 creatures.
- Example: 2 Ogres (CR 2 each).
- CR 4 creature, or two CR 2 creatures.
- Deadly Encounter:
- CR 8 total, could be a single CR 6 creature with a few CR 1 creatures.
- Example: 1 Troll (CR 5) + 1 Ogre (CR 2).
- CR 8 total, could be a single CR 6 creature with a few CR 1 creatures.
Example 2: Level 8 Party of Six Players (Average Level: 8)
- Easy Encounter:
- Total CR 2, could be a CR 2 creature.
- Example: 1 Ettercap (CR 2).
- Total CR 2, could be a CR 2 creature.
- Medium Encounter:
- Total CR 4, could be two CR 2 creatures.
- Example: 2 Ettercaps (CR 2 each).
- Total CR 4, could be two CR 2 creatures.
- Hard Encounter:
- Total CR 8, could be a CR 5 creature with a CR 3 creature.
- Example: 1 Hill Giant (CR 5) + 1 Ogre (CR 2).
- Total CR 8, could be a CR 5 creature with a CR 3 creature.
- Deadly Encounter:
- Total CR 16, could be two CR 6 creatures with two CR 2 creatures.
- Example: 2 Trolls (CR 5 each) + 2 Ogres (CR 2 each).
- Total CR 16, could be two CR 6 creatures with two CR 2 creatures.
Special Cases
- Legendary and Lair Actions: If a creature has legendary or lair actions, consider its effective CR to be 1 or 2 higher than listed.
- Swarming: For many weak creatures (e.g., a horde of rats), increase the effective difficulty based on their number and synergy.
Additional Tips
- Adjust on the Fly: Be ready to adjust mid-encounter. If the party is breezing through, add reinforcements; if they are struggling, let the enemies make mistakes.
- Narrative Impact: Some encounters should be about storytelling, not just combat. A medium-difficulty combat encounter followed by a challenging puzzle can balance the session’s difficulty.
Creature design
Creature Design Blueprint
1. Determine Creature's Challenge Rating (CR)
- Challenge Rating (CR): The overall measure of the creature's power. Decide the CR based on the difficulty of the encounter.
- Hit Points: The creature's hit points should be proportional to its CR.
CR | Hit Points (Average) | Hit Dice (HD) |
---|---|---|
1/8 | 7-15 | 2d8, 2d10, 1d12 |
1/4 | 15-20 | 3d8, 3d10, 2d12 |
1/2 | 20-35 | 5d8, 4d10, 3d12 |
1 | 35-50 | 6d8, 5d10, 4d12 |
2 | 50-70 | 8d8, 7d10, 5d12 |
3 | 70-85 | 10d8, 9d10, 7d12 |
4 | 85-100 | 12d8, 10d10, 8d12 |
5 | 100-115 | 14d8, 12d10, 10d12 |
6 | 115-130 | 16d8, 14d10, 12d12 |
7 | 130-145 | 18d8, 15d10, 13d12 |
8 | 145-160 | 20d8, 16d10, 14d12 |
9 | 160-175 | 22d8, 18d10, 16d12 |
10 | 175-200 | 24d8, 20d10, 18d12 |
2. Armor Class (AC)
-
Base AC Formula: 12 + (CR/2), rounded up or down.
-
Modifiers: Adjust based on natural armor, agility, or equipment.
Example: A CR 4 creature might have a base AC of 14 (12 + 4/2), but with natural armor (like a shell), its AC might be 16.
3. Attack Bonuses
-
Attack Bonus Formula: 2 + (CR).
-
Damage per Round:
- Low CR (1/8 to 1): 1d6 or 1d8 damage per attack.
- Medium CR (2 to 5): 2d6, 2d8, or 3d6 damage per attack.
- High CR (6 to 10): 4d6, 4d8, or 5d10 damage per attack.
Example: A CR 4 creature could have an attack bonus of +6 and deal 2d8 + 4 damage with its primary attack.
4. Saving Throws
-
Primary Save (Strong Stat): 2 + (CR/2).
-
Secondary Save (Weak Stat): 1 + (CR/3).
Example: A CR 4 creature might have a Dexterity saving throw of +4 (primary) and a Wisdom saving throw of +2 (secondary).
5. Abilities and Traits
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Special Traits: Assign special abilities based on the creature’s theme and role in combat. These could be resistances, special attacks, or unique actions.
-
Legendary Actions (For CR 5 and above): Give 1-3 legendary actions that the creature can take at the end of another creature’s turn.
Example Traits:
- Keen Senses: The creature has advantage on Perception checks that rely on hearing or sight.
- Pack Tactics: The creature has advantage on attack rolls against a creature if at least one of the creature’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
6. Hit Dice (HD)
-
Hit Dice Formula: The number of hit dice is generally 1.5 times the CR (rounded up).
-
Hit Die Type: Choose based on size: d8 for medium creatures, d10 for large, d12 for huge.
Example: A CR 4 creature might have 6d8 hit dice (4 * 1.5 = 6 HD).
7. Speed
- Base Speed: Typically 30 ft. for medium creatures, adjust based on size or creature type.
- Flying Speed: Equal to base speed + 10 ft.
- Climbing/Burrowing Speed: 20 ft. unless specialized for it (then use base speed).
8. Actions and Multiattack
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Multiattack: Creatures with CR 2 and above usually have multiattack, allowing 2-3 attacks per round.
-
Special Attacks: Consider adding special attacks that trigger under certain conditions or deal additional damage.
Example: A CR 6 creature might have a Multiattack: 2 claw attacks (1d10 + 4 each) and a bite attack (2d8 + 4).
9. Experience Points (XP)
- XP Award Formula: Based on CR, refer to the DMG for the appropriate amount.
- CR 1/8: 25 XP
- CR 1: 200 XP
- CR 4: 1,100 XP
- CR 10: 5,900 XP
Example Creature: CR 4 Earthbound Brute
- Hit Points: 85 (10d10+30)
- Armor Class: 16 (natural armor)
- Speed: 30 ft.
- STR: 18 (+4), DEX: 12 (+1), CON: 16 (+3), INT: 8 (-1), WIS: 10 (+0), CHA: 8 (-1)
- Saving Throws: STR +6, DEX +3
- Skills: Athletics +6, Perception +2
- Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
- Senses: Darkvision 60 ft., Passive Perception 12
- Languages: Common
- Challenge: 4 (1,100 XP)
Traits:
- Earth Glide: The Brute can move through stone and earth as if it were air.
Actions:
- Multiattack: The Brute makes two melee attacks.
- Hammer Fist: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8 + 4 bludgeoning damage.
- Stomp: The Brute stomps the ground, causing a small shockwave. Each creature within 10 feet of it must succeed on a DC 14 Dexterity saving throw or be knocked prone.