There is much more to D&D than dealing damage, but combat is a core pillar of the game. No one wants to feel like their character is underperforming or failing to pull their weight in a fight.

But how much damage is good damage? What qualifies as great? And what exactly is considered burst damage?

To answer these questions, we can look at encounter design and calculate a single character’s hit point “share” of the combat load.

Damage Calculation Assumptions:

  • A “High” difficulty combat encounter is modeled using the XP budgets found in the 2024 DMG.
  • A character’s “share” of an encounter is based on the average HP of a monster whose CR closest matches (without exceeding) that character’s XP budget.
    • While actual encounters may feature higher CR monsters, the total HP in the encounter will never exceed this baseline if the XP budget is spent on more challenging foes.
  • Building on work from blogofholding.com, the average monster HP is 24 for a CR 1/2 monster and 15+15*CR for CR 1+ monsters
  • “Good” Damage is defined as dealing enough damage to dispatch a character’s share of encounter HP within 4 rounds.

Some interesting math emerges when we use these assumptions, as you can see in the rightmost column:

Character levelXP Budget per CharacterClosest CR (without going over)HP Share per CharacterDPR to kill in 4 roundsDPR per CLvl
11001/22466
22001307.53.8
450024511.32.8
6140047518.83.1
92600610526.32.9
124700813533.82.8
15780011180453
181420015240603.3

Things are a little wonky in Tier 1, but in Tier 2+ the math clusters around needing to deal 3 DPR per character level to clear a character’s share of a high-difficulty encounter within 4 rounds.

By adjusting the math slightly for the early game, we can define our benchmarks:

Defining Single-Target Damage

Burst Damage (2 Rounds): Burst damage clears your share of encounter HP in just 2 rounds. This is exactly double the “Good” baseline: 9 + 3 DPR per CLvl (Tier 1), or 6 DPR per CLvl (Tier 2+).

Good Damage (4 Rounds): To clear your share of HP in 4 rounds, you need 4.5 + 1.5 DPR per CLvl (Tier 1). At Tier 2+, this smooths out to 3 DPR per CLvl.

Great Damage (3 Rounds): Great damage means clearing your share of the encounter in 3 rounds instead of 4. This ensures that even if you lose initiative, combat ends with the same number of monster turns. This requires 33% more damage: 6 + 2 DPR per CLvl (Tier 1), or 4 DPR per CLvl (Tier 2+).

Defining Area of Effect (AoE) Damage Single-target damage is straightforward, but what about AoE?

Let’s assume a standard party of four: one player focusing on AoE damage, and the other three dealing “Good” single-target damage. In this scenario, “Good” AoE damage should deal enough damage to help two of those single-target players clear their HP share 1 round faster.

This means you need to hit at least 2 monsters in your AoE for half the value of Good single-target damage, for 2 rounds in a row.

Good AoE Damage (2+ Targets): 2.25 + 0.75 DPR per CLvl (Tier 1), or 1.5 DPR per CLvl (Tier 2+).

Great AoE Damage (2+ Targets): Enough to help two players dealing Great single-target damage finish 1 round faster. This requires 3 + 1 DPR per CLvl (Tier 1), or 2 DPR per CLvl (Tier 2+).

Put it all together, and we have our final benchmarks:

DPR needed for Tier 1DPR needed for Tier 2+
Good Single-Target Damage4.5 + 1.5 per CLvl3 per CLvl
Great Single-Target Damage6 + 2 per CLvl4 per CLvl
Burst Single-Target Damage9 + 3 per CLvl6 per CLvl
Good AOE Damage (2+ Targets)2.25 + 0.75 per CLvl1.5 per CLvl
Great AOE Damage (2+ Targets)3 + 1 per CLvl2 per CLvl