What are the implications of using a monster's maximum hit points instead of the average?

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I'm starting a new campaign and I'd like to try and make some of my monsters a little hardier. I'm fine with how hard they can hit the PCs, but my main problem is how quickly the monsters go down.



For example, if I was to use the Goblin's maximum HP of 12 (2d6) instead of the average, 7, would this cause any major issues or will it just do what I'm hoping?










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up vote
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down vote

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I'm starting a new campaign and I'd like to try and make some of my monsters a little hardier. I'm fine with how hard they can hit the PCs, but my main problem is how quickly the monsters go down.



For example, if I was to use the Goblin's maximum HP of 12 (2d6) instead of the average, 7, would this cause any major issues or will it just do what I'm hoping?










share|improve this question





















  • @RichBenner See this FAQ for why your comment was removed. Thanks!
    – SevenSidedDie♦
    50 mins ago










  • @Mouhgouda See this FAQ for why your comment was removed. Thanks!
    – SevenSidedDie♦
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  • @MarkTO See this FAQ for why your comment was removed. Thanks!
    – SevenSidedDie♦
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up vote
4
down vote

favorite









up vote
4
down vote

favorite











I'm starting a new campaign and I'd like to try and make some of my monsters a little hardier. I'm fine with how hard they can hit the PCs, but my main problem is how quickly the monsters go down.



For example, if I was to use the Goblin's maximum HP of 12 (2d6) instead of the average, 7, would this cause any major issues or will it just do what I'm hoping?










share|improve this question













I'm starting a new campaign and I'd like to try and make some of my monsters a little hardier. I'm fine with how hard they can hit the PCs, but my main problem is how quickly the monsters go down.



For example, if I was to use the Goblin's maximum HP of 12 (2d6) instead of the average, 7, would this cause any major issues or will it just do what I'm hoping?







dnd-5e monsters






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asked 1 hour ago









Jamie Brace

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3 Answers
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You're free to adjust the stats of monsters as you like in order to achieve the right balance of challenge in your game - if you find that your monsters are too easy to kill, increasing their hitpoints seems the natural answer. Keeping it within the realm of what is hypothetically possible for a given creature should ensure that the balance impact isn't too overwhelming, at least at low levels, where it means one or two attack's difference; at higher levels, near-doubling a creature's hit points may make several rounds of difference to the fight, so it's a much more significant change.



The biggest balance effect will be that the relative value of effects which aren't based on direct hit point damage or totals will increase; a tougher monster might be able to take twice as many hits, but it is no more resilient to being blinded or restrained than it was previously, so smart players may start using more debuffing and disabling methods of attack.



This does shift the balance of power towards spellcasting classes that can more easily produce such effects; at low levels this won't seem a massive change (since you don't get many spells per day and the difference in HP is smaller in absolute terms) but at higher levels it's going to increase the existing disparity between the effectiveness of martial and magical classes. Whether or not that's a particular problem for you depends on the attitude of your group and how they approach the game's balance.






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    up vote
    4
    down vote













    Early enemies become more dangerous



    A goblin has an AC of 15, which is much higher than the DMG-recommended AC for a foe of its CR. In exchange, it has extremely low HP. Let's consider a level 1 melee character. With 7.5 (1d8+3) damage from a longsword, the character will, on average, barely kill a goblin if they hit. If the goblin instead has 12 HP, it will take two hits (around 4 attacks) to down it, doubling the length of already-dangerous low-level combats.



    Control becomes more powerful



    The fighter takes up to twice as long to kill an enemy with maximized HP. The wizard casts hypnotic pattern and it is exactly as effective as it was against enemies with normal HP. In my experience, the game is already slightly in favor of full spellcasters, and maximizing HP would exacerbate the situation.






    share|improve this answer



























      up vote
      2
      down vote













      It depends on your definition of "I'm fine with how hard they can hit".



      If a goblin can survive for 7hp worth of damage, and in that time cause (For example) 5 damage of their own, then a goblin surviving for 12hp worth of damage then in that time they are likely to cause 8-9 points of damage instead of just 5.



      So be increasing their longevity you are also increasing their expected damage output.



      This has the effect of making fights more dangerous, and the party needing more rests to recover from damage, not just increasing the length of the fights.






      share|improve this answer




















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        3 Answers
        3






        active

        oldest

        votes








        3 Answers
        3






        active

        oldest

        votes









        active

        oldest

        votes






        active

        oldest

        votes








        up vote
        4
        down vote













        You're free to adjust the stats of monsters as you like in order to achieve the right balance of challenge in your game - if you find that your monsters are too easy to kill, increasing their hitpoints seems the natural answer. Keeping it within the realm of what is hypothetically possible for a given creature should ensure that the balance impact isn't too overwhelming, at least at low levels, where it means one or two attack's difference; at higher levels, near-doubling a creature's hit points may make several rounds of difference to the fight, so it's a much more significant change.



        The biggest balance effect will be that the relative value of effects which aren't based on direct hit point damage or totals will increase; a tougher monster might be able to take twice as many hits, but it is no more resilient to being blinded or restrained than it was previously, so smart players may start using more debuffing and disabling methods of attack.



        This does shift the balance of power towards spellcasting classes that can more easily produce such effects; at low levels this won't seem a massive change (since you don't get many spells per day and the difference in HP is smaller in absolute terms) but at higher levels it's going to increase the existing disparity between the effectiveness of martial and magical classes. Whether or not that's a particular problem for you depends on the attitude of your group and how they approach the game's balance.






        share|improve this answer
























          up vote
          4
          down vote













          You're free to adjust the stats of monsters as you like in order to achieve the right balance of challenge in your game - if you find that your monsters are too easy to kill, increasing their hitpoints seems the natural answer. Keeping it within the realm of what is hypothetically possible for a given creature should ensure that the balance impact isn't too overwhelming, at least at low levels, where it means one or two attack's difference; at higher levels, near-doubling a creature's hit points may make several rounds of difference to the fight, so it's a much more significant change.



          The biggest balance effect will be that the relative value of effects which aren't based on direct hit point damage or totals will increase; a tougher monster might be able to take twice as many hits, but it is no more resilient to being blinded or restrained than it was previously, so smart players may start using more debuffing and disabling methods of attack.



          This does shift the balance of power towards spellcasting classes that can more easily produce such effects; at low levels this won't seem a massive change (since you don't get many spells per day and the difference in HP is smaller in absolute terms) but at higher levels it's going to increase the existing disparity between the effectiveness of martial and magical classes. Whether or not that's a particular problem for you depends on the attitude of your group and how they approach the game's balance.






          share|improve this answer






















            up vote
            4
            down vote










            up vote
            4
            down vote









            You're free to adjust the stats of monsters as you like in order to achieve the right balance of challenge in your game - if you find that your monsters are too easy to kill, increasing their hitpoints seems the natural answer. Keeping it within the realm of what is hypothetically possible for a given creature should ensure that the balance impact isn't too overwhelming, at least at low levels, where it means one or two attack's difference; at higher levels, near-doubling a creature's hit points may make several rounds of difference to the fight, so it's a much more significant change.



            The biggest balance effect will be that the relative value of effects which aren't based on direct hit point damage or totals will increase; a tougher monster might be able to take twice as many hits, but it is no more resilient to being blinded or restrained than it was previously, so smart players may start using more debuffing and disabling methods of attack.



            This does shift the balance of power towards spellcasting classes that can more easily produce such effects; at low levels this won't seem a massive change (since you don't get many spells per day and the difference in HP is smaller in absolute terms) but at higher levels it's going to increase the existing disparity between the effectiveness of martial and magical classes. Whether or not that's a particular problem for you depends on the attitude of your group and how they approach the game's balance.






            share|improve this answer












            You're free to adjust the stats of monsters as you like in order to achieve the right balance of challenge in your game - if you find that your monsters are too easy to kill, increasing their hitpoints seems the natural answer. Keeping it within the realm of what is hypothetically possible for a given creature should ensure that the balance impact isn't too overwhelming, at least at low levels, where it means one or two attack's difference; at higher levels, near-doubling a creature's hit points may make several rounds of difference to the fight, so it's a much more significant change.



            The biggest balance effect will be that the relative value of effects which aren't based on direct hit point damage or totals will increase; a tougher monster might be able to take twice as many hits, but it is no more resilient to being blinded or restrained than it was previously, so smart players may start using more debuffing and disabling methods of attack.



            This does shift the balance of power towards spellcasting classes that can more easily produce such effects; at low levels this won't seem a massive change (since you don't get many spells per day and the difference in HP is smaller in absolute terms) but at higher levels it's going to increase the existing disparity between the effectiveness of martial and magical classes. Whether or not that's a particular problem for you depends on the attitude of your group and how they approach the game's balance.







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered 42 mins ago









            Carcer

            19.1k249105




            19.1k249105






















                up vote
                4
                down vote













                Early enemies become more dangerous



                A goblin has an AC of 15, which is much higher than the DMG-recommended AC for a foe of its CR. In exchange, it has extremely low HP. Let's consider a level 1 melee character. With 7.5 (1d8+3) damage from a longsword, the character will, on average, barely kill a goblin if they hit. If the goblin instead has 12 HP, it will take two hits (around 4 attacks) to down it, doubling the length of already-dangerous low-level combats.



                Control becomes more powerful



                The fighter takes up to twice as long to kill an enemy with maximized HP. The wizard casts hypnotic pattern and it is exactly as effective as it was against enemies with normal HP. In my experience, the game is already slightly in favor of full spellcasters, and maximizing HP would exacerbate the situation.






                share|improve this answer
























                  up vote
                  4
                  down vote













                  Early enemies become more dangerous



                  A goblin has an AC of 15, which is much higher than the DMG-recommended AC for a foe of its CR. In exchange, it has extremely low HP. Let's consider a level 1 melee character. With 7.5 (1d8+3) damage from a longsword, the character will, on average, barely kill a goblin if they hit. If the goblin instead has 12 HP, it will take two hits (around 4 attacks) to down it, doubling the length of already-dangerous low-level combats.



                  Control becomes more powerful



                  The fighter takes up to twice as long to kill an enemy with maximized HP. The wizard casts hypnotic pattern and it is exactly as effective as it was against enemies with normal HP. In my experience, the game is already slightly in favor of full spellcasters, and maximizing HP would exacerbate the situation.






                  share|improve this answer






















                    up vote
                    4
                    down vote










                    up vote
                    4
                    down vote









                    Early enemies become more dangerous



                    A goblin has an AC of 15, which is much higher than the DMG-recommended AC for a foe of its CR. In exchange, it has extremely low HP. Let's consider a level 1 melee character. With 7.5 (1d8+3) damage from a longsword, the character will, on average, barely kill a goblin if they hit. If the goblin instead has 12 HP, it will take two hits (around 4 attacks) to down it, doubling the length of already-dangerous low-level combats.



                    Control becomes more powerful



                    The fighter takes up to twice as long to kill an enemy with maximized HP. The wizard casts hypnotic pattern and it is exactly as effective as it was against enemies with normal HP. In my experience, the game is already slightly in favor of full spellcasters, and maximizing HP would exacerbate the situation.






                    share|improve this answer












                    Early enemies become more dangerous



                    A goblin has an AC of 15, which is much higher than the DMG-recommended AC for a foe of its CR. In exchange, it has extremely low HP. Let's consider a level 1 melee character. With 7.5 (1d8+3) damage from a longsword, the character will, on average, barely kill a goblin if they hit. If the goblin instead has 12 HP, it will take two hits (around 4 attacks) to down it, doubling the length of already-dangerous low-level combats.



                    Control becomes more powerful



                    The fighter takes up to twice as long to kill an enemy with maximized HP. The wizard casts hypnotic pattern and it is exactly as effective as it was against enemies with normal HP. In my experience, the game is already slightly in favor of full spellcasters, and maximizing HP would exacerbate the situation.







                    share|improve this answer












                    share|improve this answer



                    share|improve this answer










                    answered 40 mins ago









                    Chris Starnes

                    1,358417




                    1,358417




















                        up vote
                        2
                        down vote













                        It depends on your definition of "I'm fine with how hard they can hit".



                        If a goblin can survive for 7hp worth of damage, and in that time cause (For example) 5 damage of their own, then a goblin surviving for 12hp worth of damage then in that time they are likely to cause 8-9 points of damage instead of just 5.



                        So be increasing their longevity you are also increasing their expected damage output.



                        This has the effect of making fights more dangerous, and the party needing more rests to recover from damage, not just increasing the length of the fights.






                        share|improve this answer
























                          up vote
                          2
                          down vote













                          It depends on your definition of "I'm fine with how hard they can hit".



                          If a goblin can survive for 7hp worth of damage, and in that time cause (For example) 5 damage of their own, then a goblin surviving for 12hp worth of damage then in that time they are likely to cause 8-9 points of damage instead of just 5.



                          So be increasing their longevity you are also increasing their expected damage output.



                          This has the effect of making fights more dangerous, and the party needing more rests to recover from damage, not just increasing the length of the fights.






                          share|improve this answer






















                            up vote
                            2
                            down vote










                            up vote
                            2
                            down vote









                            It depends on your definition of "I'm fine with how hard they can hit".



                            If a goblin can survive for 7hp worth of damage, and in that time cause (For example) 5 damage of their own, then a goblin surviving for 12hp worth of damage then in that time they are likely to cause 8-9 points of damage instead of just 5.



                            So be increasing their longevity you are also increasing their expected damage output.



                            This has the effect of making fights more dangerous, and the party needing more rests to recover from damage, not just increasing the length of the fights.






                            share|improve this answer












                            It depends on your definition of "I'm fine with how hard they can hit".



                            If a goblin can survive for 7hp worth of damage, and in that time cause (For example) 5 damage of their own, then a goblin surviving for 12hp worth of damage then in that time they are likely to cause 8-9 points of damage instead of just 5.



                            So be increasing their longevity you are also increasing their expected damage output.



                            This has the effect of making fights more dangerous, and the party needing more rests to recover from damage, not just increasing the length of the fights.







                            share|improve this answer












                            share|improve this answer



                            share|improve this answer










                            answered 29 mins ago









                            SeriousBri

                            3,99211036




                            3,99211036



























                                 

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