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GameMastery Guide / Running a Game / How to Run a Game / The Science of GMing / Building Encounters

Solo Monsters vs. Groups of Monsters

Source GameMastery Guide pg. 41
Sometimes there’s the temptation to use one powerful monster instead of multiple weaker monsters. The main drawback to this encounter-designing tactic is that the PCs outnumber the monster; even in the optimal situation where the monster attacks first, a group of four PCs gets to attack four times before the monster gets another turn, and with good planning it’s entirely possible for the PCs to kill the monster in one round. Using multiple monsters forces the PCs to either focus their attention on one opponent (giving the remaining opponents more opportunities to attack) or engage all of the opponents (preventing an immediate slaughter). Using multiple monsters also lets you set up special abilities like sneak attack that are difficult to implement with a single monster, and means you can distribute the monsters’ actions throughout the round (whether by rolling separate initiatives or using the delay or ready actions) and react more than once per round to what the PCs do.

Remember that, as a GM, you have tricks up your sleeve, and if the PCs are having an easy time dealing with a solitary monster, it’s all right to send in reinforcements. An intelligent NPC may have bodyguards en route. A brutish monster may have a handler or trainer within earshot of its cries for help. Even an unintelligent creature like an ooze or big zombie may benefit from the arrival of wandering monsters.