D&D 5E Mike Mearls 5E 2014 Monster Mods?

not-so-newguy

I'm the Straw Man in your argument
I posted this query in a thread that is buried under hundreds of other posts. I'm creating this new thread in hopes of getting a response.

In several recent interviews, possibly more, Mr Mearls stated that he had a simple fix for monster stat blocks in 5e 2014 that makes combat more exciting; decrease their Hit Points but increase their Damage.

I was wondering if he had a formula for editing these stat blocks. E.g. halve their Hit Points and double their Damage. Is it posted in reddit or a blogpost somewhere? Perhaps a pdf?

I’m going to throw in an @mearls in the off chance that I can get him to respond.
Thanks!
 

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This was the standard advice in the 4E era in which combats tended to go on for far too long. It was very common for DMs to do exactly this; it may have been one of the most common 4E ‘houserules’. I did it with pretty much every encounter.

I guess it works for 5E too, though it’s not as badly needed as it was in 4E.
 

There's probably no magic forumla but you can make your own. Here's the one I recommend:

AC / DC = 12 + 1/2 CR
HP = 15 to 20 x CR
Attack / Primary Ability Bonus: 4 + 1/2 CR
Damage = 7 x CR

I can keep it in my head and build just about any monster I can think of almost as easily as building a monster in Cypher system (my favorite improvisational monster building system).

I also promote the Dials of Monster Difficulty which gives GMs the ability to tweak monsters on the fly by changing

  • the number of monsters in a fight.
  • the remaining hit points of those monsters.
  • the amount of damage those monsters do.
  • the number of attacks those monsters have.

It's ok to wing things for the pacing and fun of the game. You have all the permission you need. Take it!

If you happen to be a publisher, I've released these guidelines and a lot more under a CC license to help you build awesome 5e projects of your own.
 

I'm tackling this over on my Patreon! The key files are all free. First batch of stat blocks is available here:

Mearls Patreon Monster Test

As I've worked, I've found that a 4e style approach works best for getting monster stats into a good place. With stat blocks as written, I'd recommend:

  • Drop the XP multiplier from encounter building
  • Aim for to outnumber the party 2:1
  • Build encounters within that limit

The way monsters scale in 5e creates a weird effect where using few monsters leaves you with low hit points and low damage compared to a larger group, but going with too many monsters leaves your power budget spread too thin.

Here's an example stat block for an orc that is meant to go 4:1 against the party for a tough encounter, 2:1 for a challenging but not lethal one:

1741572235181.png
 




I think that modern D&D is too non-swingy on the DM's side, or at least doesn't make enough use of high variability. Based on my own experiences of the past few years:
  • Players like reliability. They have a thing they can do, and they do it. If a player wants a swingy character, they can opt into that but I think it's unsatisfying as the default.
  • DMs are better served by swingy results for creatures that appear in numbers. That puts less pressure on trying to design specific abilities for monsters you encounter in bulk. Swingy results + a big mob, each getting a chance to produce a bad outlier result for the PCs = tension.
  • Boss and elite style monsters need less swinginess. IME, auto damage and save for half works great for these guys.
As an example, in my Tuesday campaign I ran a psionic boss monsters that emitted an auto damage blast in a 5-foot radius the first time it took damage each turn. The damage was low, like 3 points each time it triggered against a 5th level party, but it added up. It also had psionic ranged attacks that were very accurate and pulled victims - I mean, the PCs - closer to it.

Meanwhile, it also spawn psionic slimes that had low accuracy, high damage attacks. The encounter went very well, with the players having to balance ignoring the slimes versus focus firing a creature that was whittling down the paladin and barbarian's hit points.

A bad run of luck for the PCs saw the slimes drop two characters, but the paladin pulled off a crit on a smite to end the boss. The last bit of clean up was still tense, as the players had to be mindful of playing defense and keeping the slimes' attacks to a minimum.

TL;DR: I think that monsters need to be designed along 4e lines (solo, elite, normal, minion) to make a DM's life easier and to make the best encounters.
 

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