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I'm just curious.. how exactly does the loot table work?
In over a year of D&D I have read through countless manuals, made countless characters, mutli-classed beyond extreme, successful made a beyond broken Artificer etc.
BUT.. Neither I or anyone in my group has ever figured out how exactly the freaking loot table works!
Can anyone help with this? It would be nice to point to the DM how exactly we should be getting treasure rather than him going 'It's my campaign, and since none of us know how the table works, I say you get far less gold than you should actually get'.

Be sure to read the Dungeon Master's Guide section on monster creation, pages 273 through 283. You can click on the table to the right to fill in values for a given and adjust to taste. You can hover over the individual labels for a short description of how each attribute contributes to a monster's CR. Creating NPCs/Monsters in 5e really isn't any different than it was in previous editions. The definition of CR changed, but how you make an encounter is the same. Determine the CR first. What CR do you want the Cleric Wight to be. Then look at the CR table on page 274, you want the HP and damage necessary to make that happen.

I'm new to DMing! How do I start?

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First, congratulations on running a game! You'll get the hang of it pretty quickly. The easiest way to build an encounter is to pick an enemy from the Monster Manual with a CR around the same as the level of PCs in your party, maybe one higher if you want them to have a tough fight. This won't always be perfect, but it's a good place to start. You'll find that this method mostly generates Medium or Hard difficulty encounters, which is about what you are aiming for.

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To spice things up, increase the number of enemies. Either go for a group of lower-level mooks, or a second bad guy of around the same CR, or mix and match. Don't go too wild with this, though - the PCs can only take on so many enemies at once. In 5th Edition, outnumbering your opponent can be quite an advantage. Be very careful before putting your PCs up against a Deadly encounter, especially against lots of enemies.

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Why are my players finding encounters so easy?

  • Be sure to read the Dungeon Master's Guide section on monster creation, pages 273 through 283. You can click on the table to the right to fill in values for a given and adjust to taste. You can hover over the individual labels for a short description of how each attribute contributes to a monster's CR.
  • If the DMG tables had CR 1/8 at 7-14, CR 1/4 15-30, CR 1/2 31-45 then the base AC, DPR, and AB would have to be higher, and not all creatures in the MM are built that way. The other thing is that the stat table is listing effective HP, AC, DPR, and AB. Traits and other special abilities modify these in a way that will not be displayed in a.

If you're using this calculator a lot, you may have found it can seem to overstate the difficulty of encounters. First I'll explain why this happens, and then how you can fix this.

The biggest culprit for easy encounters is the party resting too much. If you're like me, your parties tend to have maybe two or three encounters per long rest, often with short rests in between - this makes more sense for some play styles, but causes balance problems.

The way 5th Edition balances resources assumes that parties will have at least a couple of medium-difficulty encounters between each short rest, and maybe two or three short rests between each long rest. This forces characters to be conservative with their limited resources (spell slots, class features, hit dice, and so forth), making each individual encounter tougher. A party that can approach an encounter fresh, with no worries about saving resources, will often find that encounter relatively easy.

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How do you fix this? Convert dmg to raw image. You have two choices.

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  1. Don't let your party rest as often. There are a couple of ways of doing this - you could have encounters happen closer together without any chance for a break between each (maybe putting the characters on a timer, or make it dangerous to rest), or use the 'Gritty Realism' rest model as described in the DMG (page 267) which makes rests take longer. I have started using Gritty Realism in my games and I've found that it makes designing adventures substantially easier, and stops the party attempting to rest at every opportunity.
  2. Make the encounters harder. You can probably make the Adjusted Difficulty Rating of an encounter up to double or maybe even triple (for very experienced parties) the XP* rating of a Deadly encounter, and the fight will be more challenging and risky, but not impossible for a prepared party. There are some downsides to this approach, however. Fights become much more dangerous as an encounter can quickly snowball from challenging to deadly if one or two of the PCs are dropped. This is especially pronounced at lower levels where a single hit can be enough to put someone on the floor. If you use this method, you may need to increase the difficulty slowly until you get to the level of challenge you want.

    *Note for those who use CR, this scales differently. You may only want to increase the CR of encounters by 1 or 2.