Game Mastering
Challenge Rating System
Challenge Rating (CR) represents a creature's combat power relative to player characters.
CR Guidelines:
- CR 1/4 = Threat to level 1 characters
- CR 1 = Challenging for level 1 party
- CR 5 = Challenging for level 5 party
- CR 20 = Threatening to level 20 characters
Encounter Difficulty Calculation
Use this formula for balanced encounters:
Step 1: Calculate Party Level Sum
Add all PC levels together.
- Example: 4 PCs at level 7 = 28 total levels
Step 2: Choose Difficulty Multiplier
| Difficulty | Multiplier |
|---|---|
| Easy | 0.4 |
| Medium | 0.6 |
| Hard | 0.8 |
| Deadly | 1.0 |
| Lethal | 1.5-2.0 |
Step 3: Calculate Monster CR Budget
Party Level Sum x Multiplier = Total CR budget
Step 4: Distribute CR Across Enemies
- Single Boss: Use full CR budget (may need to inflate HP)
- Boss + Minions: 70% budget on boss, 30% on minions
- Squad: Distribute evenly (4-6 creatures of equal CR)
- Horde: Many low-CR enemies (double number, halve individual CR)
Example Encounters (for 4 level-7 PCs, total 28 levels):
- Easy: 28 x 0.4 = CR 11 total
- Medium: 28 x 0.6 = CR 17 total
- Hard: 28 x 0.8 = CR 22 total
- Deadly: 28 x 1.0 = CR 28 total
- Lethal: 28 x 1.5 = CR 42 total
Action Economy Balance
CRITICAL RULE: The side with more actions per round has significant advantage.
4 PCs vs 1 Monster:
- PCs: 12 actions + 4 reactions per round
- Monster: 3 actions + 1 reaction per round
- PCs have 4:1 action advantage
Solutions for Solo Bosses
Legendary Actions (use 3 per round between turns):
- Move up to speed (costs 1)
- Make one attack (costs 1-2)
- Cast cantrip (costs 1)
- Use special ability (costs 2-3)
Lair Actions (environment acts on initiative 20):
- Collapsing ceiling: All in area make Reflex save or take 2d10 damage
- Poison gas: 20-ft radius, save or poisoned for 1 round
- Magical darkness: 30-ft area becomes heavily obscured
Minions:
- Add low-CR allies (CR 1/4 to 1/2)
- Tie up PC actions
- Create tactical complexity
Phases:
- At 50% HP, boss transforms or changes tactics
- Gain new abilities mid-fight
- Reset HP pool or gain temp HP
Creature Power Budgets
When designing custom creatures, use the following baselines and scaling rules.
Threat Level Quick Reference
TL 1 (Minion): 15 HP, +3 to hit, 1d8+1 damage, DV 12
- Costs 1 point toward encounter budget
- Examples: Feral scavenger, basic drone, untrained raider
TL 2 (Soldier): 30 HP, +4 to hit, 2d6+2 damage, DV 14
- Costs 2 points
- Examples: Trained guard, aggressive wasteland beast, combat drone
TL 3 (Elite): 50 HP, +5 to hit, 2d8+3 damage, DV 15, special ability
- Costs 3 points
- Examples: Veteran soldier, alpha predator, military robot
TL 5 (Champion): 90 HP, +7 to hit, 3d8+4 damage, DV 17, multiple abilities
- Costs 5 points
- Examples: Squad leader, deadly mutant, experimental war machine
TL 8 (Hero/Boss): 150 HP, +9 to hit, 4d10+5 damage, DV 19, legendary actions
- Costs 8 points
- Examples: Faction champion, epic beast, advanced AI
TL 10+ (Legendary): 200+ HP, +11 to hit, variable massive damage, DV 20+, legendary resistance
- Costs 10+ points
- Examples: Ancient warmachine, demigod, reality-warper
Adjusting for Multiple Enemies
- 2 enemies of same TL = slightly harder than sum (action economy)
- 4+ enemies of same TL = significantly harder
- Large groups of weak enemies can overwhelm even powerful PCs
Custom Creature Design
CR 1 Baseline:
- HP: 30-40
- DV: 12-14
- Attack Bonus: +3 to +5
- Average Damage/Round: 6-8
- Save DC: 11-12
Scaling Per CR:
- HP: +15-20 per CR
- DV: +1 per 2 CR levels
- Attack Bonus: +1 per CR
- Damage/Round: +3-5 per CR
- Save DC: +1 per CR
Special Abilities (CR Adjustment)
- Minor Utility (darkvision, keen senses): +0 CR
- Useful Combat (poison, knockdown): +1 CR
- Strong Combat (area damage, significant buff/debuff): +2 CR
- Game-Changing (teleport, strong regen, immunity): +3-5 CR
Defensive CR Modifiers
- Damage Resistance (common type): +1 CR
- Damage Immunity (common type): +2 CR
- High DV (3+ above expected): +1 CR
- Regeneration (5+ HP/round): +2 CR
Offensive CR Modifiers
- Multi-Attack (2-3 attacks): +2 CR
- High Damage (double expected): +2 CR
- Save-or-Suck (instant disable): +3 CR
- Area Damage (affects 3+ targets): +1-2 CR
Environmental Hazards
Add interest without inflating CR.
Terrain
- Difficult Terrain: Half movement, tactical chokepoints
- Hazardous Terrain: Damage over time (1d6/round lava, acid, fire)
- Elevation Changes: High ground gives +2 to ranged attacks; fall damage
- Cover: Half/three-quarters cover changes dynamics
Interactive Elements
- Explosive Barrels: 3d6 damage in 10-ft radius when destroyed
- Collapsing Structures: Reflex save DC 15 or 4d10 damage
- Moving Platforms: Jump checks to avoid falling
- Traps: Triggered by area effects, add chaos
Dynamic Environment
- Rising Water: Adds time pressure
- Spreading Fire: Forces movement, creates zones
- Shifting Walls: Changes battlefield mid-combat
- Darkness/Light: Vision limitations favor certain combatants
Encounter Variety
Combat Objectives
- Protect NPC: Keep target alive for X rounds
- Hold the Line: Prevent enemies from reaching point
- Escape: Reach exit before reinforcements arrive
- Capture, Don't Kill: Subdue target non-lethally
- Destroy Object: Smash generator while fighting guards
Waves
- Enemies arrive in stages (rounds 1, 3, 5)
- Keeps tension high, prevents alpha-strike dominance
- Rewards adaptability
Social Encounters
- Negotiation: Persuasion checks to avoid combat
- Infiltration: Stealth/disguise to bypass enemies
- Intimidation: Make enemies surrender or flee
Environmental Challenges
- Chase Scenes: Pursuit through dangerous terrain
- Traps & Puzzles: Solve while under pressure
- Survival: Endure hazards, manage resources
Morale and Retreat
- Enemies aren't suicidal -- when losing badly, they flee
- When leader falls, minions may surrender or scatter
- Creates verisimilitude, speeds combat
Lethality Dial
Adjust campaign difficulty to match your table's preferences.
Low Lethality (Cinematic/Heroic)
- Use Easy/Medium encounters 80% of the time
- Short rests after every 2-3 encounters
- Death saves with advantage
- Generous healing (magical healing readily available, stims common)
- Resurrection relatively accessible
- Healing is readily available
- Enemies focus spread damage
- "Downed" means captured, not dead
Medium Lethality (Standard)
- Mix of Medium (50%), Hard (30%), Easy (20%)
- 1-2 short rests per adventuring day (4-6 encounters)
- Standard death saves
- Limited healing (stims cost tokens, magic healing is rare)
- Resurrection difficult and costly
- Smart tactics rewarded
High Lethality (Gritty/Realistic)
- Mostly Hard (50%) and Deadly (30%) encounters
- Short rests rare (8 hours)
- Long rests very rare (7 days)
- Death saves with disadvantage
- Healing very limited (scarce resources, slow natural healing)
- Resurrection extremely rare or impossible
- Use Gritty Rest variant
- Exhaustion gained more easily
- Critical hits cause lingering injuries
- Healing resources halved
- Poor planning = death
Adjusting on the Fly
If an encounter is too easy or too hard mid-combat, use these techniques.
If Too Easy
- Add reinforcements
- Boss gains second phase at low HP
- Environmental hazard activates
- Enemies fight smarter (use cover, focus fire)
If Too Hard
- Enemies flee at low HP
- Reinforcements arrive to help PCs
- Environmental advantage appears (cover collapses, revealing health items)
- NPC ally intervenes
- Reduce enemy HP on the fly (don't tell players)
- Escape routes: always give players the option to flee
General DM Tools for Lethality Control
- Enemy damage rolls: Use average vs. rolling for consistency
- Targeting: Spread damage around vs. focus-fire downed PCs
- Reinforcements: Add more enemies if party steamrolling, or pull enemies if TPK imminent
- Escape routes: Always give players option to flee