The main challenges in creating an encounter as a [[Being a Game Master|DM]] are how to make it realistic and balanced. ## Realism Encounters shouldn't be a series of statblocks and mechanical moves; they should be cinematic and gripping while being plausible. Monsters should feel unique from other monsters, acting in ways that fit their lore and their stats but also oozing with flavor in everything they do. [^ammann] Take into consideration a monster's: - stats: Low-constitution creatures will prefer combat that doesn't involve them being exposed. - creature type: Plants will primarily seek nourishment, but humanoids have more complex motivations. - abilities: Monsters will prefer using abilities with saving throws over attacks. - injuries: Only the most stupid or motivated monsters will remain in combat when they are greviously wounded. ## Balance The 5e rules have a challenge rating system, but it's widely regarded as having a tendency to produce encounters on the easier side. [[Michael Shea]] advocates the use of something simpler that provides more difficulty. ![[Return of the Lazy Dungeon Master#^145977639]] In other words, halve the total of the characters' levels and that's the total CR rating that the monsters should have. At level 4 or lower, take 1/4 instead of 1/2 of the characters' levels. [^ammann]: Ammann, K. (2019). _The monsters know what they're doing: Combat tactics for dungeon masters._ [[The Monsters Know What They're Doing]]