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The Elastic Combat Philosophy: Why I Don't Use Fixed HP Values
The SystemFor this post, I'm going to use the example of an Adult Gold Dragon. If you have a Monster Manual, you'll find it on page 114. I'll be using the shorthand "dragon" to refer to this specific dragon.
Every monster stat block has hit dice next to the HP. The dragon's stat block says:
Hit Points 256 (19d12 + 133)Most DMs basically ignore the hit dice. There are a few niche situations where knowing the size of a monster's hit die is important, but aside from that there's almost no reason, RAW, to ever need to know the hit dice. As far as most DMs are concerned, 256 isn't the average HP of a dragon, it's just how much HP a dragon has.
The hit dice are there to allow you to roll for a creature's HP. You can roll 19d12 and add 133 to see if your dragon will be stronger or weaker than normal. This is tedious and adds another unnecessary element of random chance to a game that is already completely governed by luck.
Instead of giving every monster a fixed HP value, I use the hit dice to calculate a range of possibilities. I don't record that the dragon has 256 hit points. Instead, I record that it has somewhere between 152 (19x1 + 133) and 361 (19x12 + 133), with an average of 256. Instead of tracking the monster's HP and how much it has left (subtracting from the total), I track how much damage has been done to it, starting from 0.
Instead of dying as soon as it has taken 256 damage, the dragon may die as early as 152, or as late as 361. It absolutely must die if it takes more than 361 damage, and it absolutely cannot die before taking 152.
You start every encounter with the assumption that it can take 256, and then adjust up or down from there as necessary.
The BenefitsSo, why do I do this? And if there's such a big range, how do I decide when something dies? The second question can be answered by answering the first.
- Balance correction. Try as you might, balancing encounters is very difficult. Even the most experienced DMs make mistakes, leading to encounters that are meant to be dangerous and end up being a cake-walk, or casual encounters accidentally becoming a near-TPK. Using this system allows you to dynamically adjust your encounters when you discover balancing issues. Encounters that are too easy can be extended to deal more damage, while encounters that are too hard can be shortened to save PCs lives. This isn't to say that you shouldn't create encounters that can kill PCs, you absolutely should. But accidentally killing a PC with an encounter that was meant to be filler can kinda suck sometimes for both players and DMs.
- Improvisation. A secondary benefit of the aforementioned balancing opportunities is the ability to more easily create encounters on-the-fly. You can safely throw thematically appropriate monsters at your players without worrying as much about whether or not the encounter is balanced, because you can see how things work and extend or shorten the encounter as needed.
- Time. Beyond balancing, this also allows you to cut encounters that are taking too long. It's not like you couldn't do this anyway by just killing the monsters early, but this way you actually have a system in place and you can do it without totally throwing the rules away.
- Kill Distribution. Sometimes there's a couple characters at your table who are mainly support characters, or whose gameplay advantages are strongest in non-combat scenarios. The players for these types of characters usually know what they're getting into, but that doesn't mean it can't still sometimes be a little disheartening or boring to never be the one to deal the final blow. This system allows you as the DM to give kills to PCs who otherwise might not get any at all, and you can use this as a tool to draw bored and disinterested players back into the narrative.
- Compensating for Bad Luck. D&D is fundamentally a game of dice-rolls and chance, and if the dice don't favor you, you can end up screwed. That's fine, and it's part of the game. Players need to be prepared to lose some fights because things just didn't work out. That said, D&D is also a game. It's about having fun. And getting your ass handed to you in combat repeatedly through absolutely no fault of your own when you made all the right decisions is just not fun. Sometimes your players have a streak of luck so bad that it's just ruining the day for everyone, at which point you can use HP ranges to end things early.
- Dramatic Immersion. This will be discussed more extensively in the final section. Having HP ranges gives you a great degree of narrative flexibility in your combats. You can make sure that your BBEG has just enough time to finish his monologue. You can make sure the battle doesn't end until a PC almost dies. You can make sure that the final attack is a badass, powerful one. It gives you greater control over the scene, allowing you to make things feel much more cinematic and dramatic without depriving your players of agency.
Optional Supplemental Rule: The Finishing BlowLastly, this is an extension of the system I like to use to make my players really feel like their characters are heroes. Everything I've mentioned so far I am completely open about. My players know that the monsters they fight have ranges, not single HP values. But they don't know about this rule I have, and this rule basically only works if it's kept secret.
Once a monster has passed its minimum damage threshold and I have decided there's no reason to keep it alive any longer, there's one more thing that needs to happen before it can die. It won't just die at the next attack, it will die at the next finishing blow.
What qualifies as a finishing blow? That's up to the discretion of the DM, but I tend to consider any attack that either gets very lucky (critical hits or maximum damage rolls), or any attack that uses a class resource or feature to its fullest extent. Cantrips (and for higher-level characters, low-level spells) are not finishers, nor are basic weapon attacks, unless they roll crits or max damage. Some good examples of final blows are: Reckless Attacks, Flurry of Blows, Divine Smites, Sneak Attacks, Spells that use slots, hitting every attack in a full Multi-attack, and so on.
The reason for this is to increase the feeling of heroism and to give the players pride in their characters. When you defeat an enormous dragon by whittling it down and the final attack is a shot from a non-magical hand crossbow or a stab from a shortsword, it can often feel like a bit of a letdown. It feels like the dragon succumbed to Death By A Thousand Cuts, like it was overwhelmed by tiny, insignificant attacks. That doesn't make the players feel like their characters are badasses, it just makes them feel like it's lucky there are five of them.
With the finishing blow rule, a dragon doesn't die because it succumbed to too many mosquito bites. It dies because the party's Paladin caved its fucking skull in with a divine Warhammer, or because the Rogue used the distraction of the raging battle to spot a chink in the armor and fire an arrow that pierced the beast's heart. Zombies don't die because you punched them so many times they... forgot how to be undead. They die because the party's fighter hit 4 sword attacks in 6 seconds, turning them into fucking mincemeat, or because the cleric incinerated them with the divine light of a max-damage Sacred Flame.
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