One of the chief complaints about 5th edition Dungeons and Dragons is the CR (Challenge Rating) system which is used to balance combat encounters for the game.
The specific complaint is that the CR system doesn’t really work to create balanced encounters and using the system as designed results in weak and underpowered encounters. An additional issue is that the CR system assumes multiple encounters per day which is an unrealistic expectation for a standard D&D campaign.
Today we are going to talk about the CR system, specifically the design space, some of its math, the theory behind its design and how and what can be adapted to get different results.
The High Powered Fantasy Is Core
One important concept to embrace about 5th edition as a game design is that all of the architecture is built around the game being a high-powered fantasy RPG. The characters in the game are high-octane heroes with very powerful abilities that grow in power exponentially and its assumed as a design that the heroes always win, essentially. To use a metaphor, they are the Avengers, superheroes that always prevail and only suffer setbacks but are expected to come out victorious in a dramatic fashion.
This is important to understand when working with the CR system as designed as the core design of the game directly affects how the CR is designed to work out mathematically and as a practical application in the game.
In short, the CR math is setup to ensure that the players always feel like high-powered fantasy heroes. The complaint that the CR math results in weak encounters even when they are set to hard or epic is valid, but this is by design and working as intended. It’s not a bug, it’s a feature.
Gauging Expectations
Given the acceptance of the above, the question is what are the expectations? I think it’s fair to assume that some, perhaps many players want there to be more of a tactical challenge, and more risk involved in the outcome of combat encounters, meaning that while they enjoy the high fantasy as a narrative premise, some at least may feel the game should be more challenging as a whole, in particular in the area of combat encounters.
I think this is fair, while certainly if you want the high-powered fantasy, the CR system and the base out-of-the-box setup for the game has you covered, but for those that wish it produced more challenging encounters, the question is what can be done?
From here, we will assume that players and DM’s want a more challenging tactical experience.
Now one thing you could clearly do is simply toss out the CR system or alter its math but the math behind this system is actually quite good in my opinion and I believe that it can still be applied as is while getting the result we want, a more challenging game, by altering the conditions of the game itself.
I believe the conditions of the game is where the correction should be, not an adaptation of the CR system itself.
The reason for this is monster design. All of the monsters have been quite carefully tailored to their CR rating, there was a lot of attention paid to the math of bound accuracy and the leveling of monster powers vs. character levels and all the mechanical layers of class design.
Mess with the CR math and you mess with a far wider design space of the game’s core. This will and does as many have discovered really mess with the balance of the game in very unexpected ways where some classes remain impossibly strong, while others really struggle, some monsters suddenly become super powerful, while others actually become weaker still. It may seem strange that this happens when you mess with the CR math until you realize that at the heart of the game’s very intricate balance is this system.
In a word adapting the CR system math comes with many unexpected complexities which I won’t get into in this post, instead, I will show you a much easier way.
Adjusting difficulty so the CR math becomes challenging
The best way to adapt D&D in any edition of the game which includes this one is to adjust the core of the games pillars. There are three of them.
Ability Scores, Hit Points and what I call The Alpha Strike empowerment. Reduce these and regardless of class or level, the entire framework of power is reduced and the difficulty of the game increases.
Adjusting ability scores
Ability scores are one of the pillars of D&D, high scores make characters much more powerful and reliable, lower scores make them less so, but if you really push the envelope here and allow characters to have exceptionally poor scores, the games challenge increase dramatically.
The default system uses one of two options. 4d6 drop the lowest and place scores to preference or the point buy system.
In these systems, the average score is going to be 12-13 and you are very likely to have scores of 15-17.
Since you are able to place the scores wherever you like, the end result is that you will have bonus modifiers where it count for your character. For example, a fighter will have good modifiers for strength and constitution ensuring they have it where it counts, accuracy of hitting, bonus to damage and extra hit points.
More importantly, you are unlikely to have scores with negative modifiers, they will at least be few and far between.
By lowering the potential for abilities scores and the control over ability score placement you can dramatically reduce the effectiveness of characters globally across all classes.
If you use 3d6 rolled down the chain with no rerolls, and no control over the scores you reduce the average score to a 10 which results in no modifier and you are almost guaranteed that each character will have 1, 2 or even potentially 3 scores that are in the negative space. Having 1 or 2 scores with a bonus modifier is considered lucky and you are unlikely to have scores as high as 16-18, these will be far and few in-between.
This is the first step of bringing the CR system into alignment as it will not only force hard decisions and create imperfect characters but result in a global reduction of power the players will be able to exert individually and as a team.
Adjusting hit points
Next we address the issue with hit points. 1st level characters start with maximum hit points, plus their constitution modifier. The lowest score possible here is 6 which is quite low, but it’s possible to reach scores of 16 with some classes and a high constitution score.
What you want to do is make the early game a very dangerous proposition, but also ensure that the games hit points always remain a relatively low average.
Start by rolling hit points at 1st level as you would normally do during level-up instead of starting with max hit points.
More importantly, do not create any house rules for re-rolls or exceptions for when players roll low. Let the statistical averages play out.
Players will feel the sting and if you stick to your guns and remain firm on 1 roll no exceptions, characters will always feel squishy and in danger, no matter what level they attain as the average hit points of characters will remain very low.
Adjusting Alpha Strike
The final step is to address the Alpha Strike problem. Lets first describe it.
The Alpha Strike problem is that with all of the combined potential might the players can execute, if they are certain that they don’t have to preserve resources, their power level is always equal to their most powerful abilities in every fight. As such the balance of the game has no swings or averages, they are always at their best.
Now you don’t want to have to make adaptions to the adventure, or create resource drains or force multiple combats in order to tax the players to ensure they can’t do this which is the usual advice given by most.
I personally find this a very meta and unnatural way to approach a solution to this balance issue, in fact, even the CR system itself assumes six to eight fights per day to ensure there is a balance to this core problem but I think there is a much better and more systematic way to do this that does not require you do anything special with the adventures that you run.
The added bonus here is that this is actually an official alternative rule in the game.
It’s called the Gritty Realism rule. This rule essentially changes the definition of a short rest to 8 hours of rest and a long rest to 7 days of rest.
This rule ensures that character resources are finite and they must carefully pick and choose with each encounter what resources they will expend.
Oddly it also supports the premise of how the CR system is balanced across multiple encounters because over the course of 7 in-game days, it’s far more likely that adventures will have the assumed six to eight encounters a day, which in the case of gritty realism is actually 7 adventuring days.
This all but eliminates the concept of the alpha strike, in fact, such things will still happen but only during important and dramatic moments when the players face powerful foes (aka boss fights). The rest of the time they are going to always be conserving their resources, covetting them and only expanding them when it really matters.
Conclusion
With the implementation of this architecture what you will discover is that the CR math suddenly works. Average encounters will feel average, hard encounters will feel hard and deadly encounters will almost certainly kill characters. This balance will remain from 1st level all the way to 20th level, it will never falter, the CR system math will simply work.
Not only this but there are many other side benefits of using this approach as many old-school gamers will attest.
Fear of fights and the danger of fighting becomes real to the players as they will naturally recognize that they are no longer super-powered high fantasy heroes but very much mortal. Other dangers like traps become more vivid, and social encounters in which players seek help from NPC’s will become far more important.
Combat will become more tactical where players will be encouraged to maximize every inch of their character’s benefits, min-maxing their powers in any way they. The premise of the character build can be given free rein, letting players build their super weapons and manipulate the system to their heart’s content without fear of breaking the balance of the game.
You can be more generous with magic items, let them find stuff that empowers them and you will find that they not only appreciate discoveries of fine treasures far more but they become quite precious to the players. Every potion, every scroll, every ring, every magic sword will be a real treasure.
When D&D is a challenging experience, the heart and soul of everything players do from role-playing to battles with enemies become more meaningful, they will feel like they earn every inch of their success, where the rewards for hard-fought battles and completion of quests are well deserved and leveling up feels like a real treat.
You will also find that the published adventures for 5th edition that feel far too easy become real challenges where players can actually fail. This will inspire you as a DM and make you feel like you are doing your job without having to constantly try to figure out how to make the game more interesting and challenging. Let the architecture of the game do it for you.
Good luck in your adventures!
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