Expendables (Epic Tier Play Idea)

Posted on December 10, 2012


This is an idea I originally put forward in the Kronos Super-solo monster. Basically, it adds extra monsters to an encounter WITHOUT increasing the Encounter Level. How do you do this – simple. Instead of using the base EXP for an encounter Level, you use as much EXP as possible without going to the next level.

For example:

  • A Level 30 Encounter is worth 95,000 EXP.
  • A Level 31 Encounter is worth 115,000 EXP

The difference is 20,000 EXP, so if we add 19,999 EXP to a Level 30 encounter then its still a Level 30 encounter.

So what does the typical difference (between levels) get us.

Same Level as the encounter

  • 4 Minions
  • or
  • 1 Standard Monster

-1 Level of the Encounter

  • 5 Minions
  • or
  • 1 Standard Monster + 1 Minion

-2 Levels of the Encounter

  • 6 Minions
  • or
  • 1 Standard monster + 2 Minions

-3 Levels of the Encounter

  • 7 Minions
  • or
  • 1 Standard Monster + 3 Minions

-4 Levels of the Encounter

  • 8 Minions
  • or
  • 2 Standard Monsters
  • or
  • 1 Standard Monster + 4 Minions
  • or
  • 1 Elite Monster

So what is the point of these expendable auxiliary forces? Well there are a few benefits to using this rule. Firstly that epic encounters in general are often too weak. Secondly, elite (leaders) and solo monsters in particular can always do with some added support, even just acting as a defensive buffer for a round to draw some fire.

One drawback is of course that the DM has a few more monsters to run. But that should only be a minor problem (especially given how fast they will likely fall).