notanautomaton
I've got 99 quests, I've finished one
I've heard that in 4e Monster Manual 3 is the only good one, but is there a way to fix the monsters in one and two?
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Um, in 5E there's only a single MM. Do you mean 4E?I've heard that in 5e Monster Manual 3 is the only good one, but is there a way to fix the monsters in one and two?
I've heard that in 5e Monster Manual 3 is the only good one, but is there a way to fix the monsters in one and two?
I just checked WotC's website. There's only the one Monster Manual.
Edit: Ninja'd
It's been several years since I played anything that had spells. I'm the dude who is always pushing AMS.
Though yeah, i did institute a "have the stats for your minion creatures at the table or i throw them offscreen" rule as a DM. Totally fine with spell look ups though.
Work happened. which is nice cuz money, but i am now sleep deprived because graveyard shift sucks.You were talking about running a game this summer awhile back, are you still thinking about it?
MM3 is good because it redid the underlying math behind monster stat blocks to effectively reduce HP and increase damage so that combat wouldn't be as much of a slog. I've never DMed 4e, only played it, but I assume it'd be possible to recalculate monster statistics from MM1 and MM2 with the errata'd monster creation guidelines from the DMG here on page 4 of the PDF. My weak google fu also found this discussion on ENWorld about the changed math, which might offer some insight.I've heard that in 4e Monster Manual 3 is the only good one, but is there a way to fix the monsters in one and two?
This motherfucker's boss jumped off her horse onto the walls of a fort we were occupying, avoiding all the melee fighters and landing right between the Warlock and the Cleric. She then critted the cleric and took on everyone else while the paladin was too busy fighting her horse to come heal the cleric until the battle was over.So I've been prototyping some ideas for enemies:
First are different mob/military unit rules. Basically treating a mob of creatures as one creature with a single statblock, with dropping it to 0 health representing routing the unit (Instead of killing every member), and rules for increasing the effectiveness of AOE spells deployed against the unit. The big things are how to represent all the attacks without just going 'roll ten attacks', and rules for dropping the number of models in the unit before the unit as a whole routs.
This should, ideally, result in:
More easily manageable large battles
Reasonably sane outcomes (The best way to kill lots of dudes shouldn't be high single-target damage)
Enemies that retreat instead of fighting to the death all the time
A mass of enemies being easier to defeat than the equivalent number of enemies run as individuals
A mass of enemies being worth less experience than the equivalent number of enemies run as individuals
Currently thinking something along the lines of:
Squad of Goblins (Squadlin):
AC: 15
HP: 49
Abilities: As Goblin
Saves: As Goblin
Skills: As Goblin
Speed: As Goblin
Challenge: 2 (450 xp) to 3 (700 xp), playtesting has not yet occured.
Special Rules:
Squad: A Squadlin is actually twenty absolutely normal goblins and, as such, is made up of twenty goblins that each take up a five by five square. If subjected to an Area of Effect attack, the Squadlin takes damage for each individual goblin who would be hit by the attack but only rolls its save once. In combat, all Squadlins will attempt to stay no more than ten feet from the nearest other Squadlin, and no more than 100 feet from the farthest other Squadlin. If an individual Goblin takes more than 7 or more damage from any one source, it is destroyed and the Squadlin's max health is reduced by 7.
All Goblin Traits
Attacks:
Multiattack: A Squadlin makes three attacks, which can be any combination of Squad Spear or Squad Bow attacks.
Squad Spear: DC 12 Armor Save. 10 Piercing Damage on failure, 5 Piercing Damage on success. If 22 or more, take no damage.
Squad Bow: Range 80/240. DC 12 Armor Save. 10 Piercing Damage on failure, 5 Piercing Damage on success. If 22 or more, take no damage.
New Concept: Armor Save
An Armor Save is simply a roll using the bonus to your roll you would get if you used the Defense Roll Variant Rule from Unearthed Arcana
If you don't want to use an armor save, instead treat a Squad's attack bonus as its save DC-8. It rolls its attack once, and compares the result against the ACs of all of its targets. On a success, the targets take full damage. Otherwise, they take half damage. If the attack misses by more than 10, it deals no damage.
Second are more interesting melee/martial enemies. Using stuff like the Battlemaster, Swashbuckler, Mastermind, and various RPG bosses as inspirations for ways to make mid-high level melee/martial enemies more interesting. Giving a boss that's meant to be, say, a master duelist three or four Recharge 6/5-6 abilities that each have interesting effects based on positioning, for example. The #DnD crowd (@Dekutulla, @LupineVolt, @ZerbanDaGreat, and @DissMech) have all seen the beginnings of this in the Lady Hanower fight, but I want to do more with it.
Orog Champion:
AC: 18
Hit Points: 59
Speed: 30 feet
Abilities: As Orog
Skills: As Orog
Senses: Darkvision 60 feet, passive Perception 10
Languages: Common, Orc
Challenge: 4 (1100 xp)
Special Traits:
Aggressive: As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.
Actions:
Multiattack: The Orog makes two Greatsword attacks
Greatsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 slashing damage
Javelin: Melee or Ranged Weapon Attack: +6 to hit, reach 5 feet or range 30/120 ft. One target. Hit: 7 piercing damage.
Leaping Strike: Recharge 6. Set movement to 0, jump to a point within 30 feet. All creatures within 5 feet of that square must make a DC 14 Strength Save. On failure, be knocked back 5 feet, be knocked prone, and take 14 slashing damage.
Terrifying Charge: Recharge 5-6. Pick a hostile creature that can be reached this turn but is at least twenty feet away. Move towards them, making an attack with +6 to hit and dealing 14 slashing damage on hit. That creature must make a DC 14 Wisdom Save or become Frightened of the Orog for 1d4 rounds.
Sweeping Blow: Recharge 5-6. Roll a Greatsword attack against a hostile creature, as well as all hostile creatures (And any unattended objects, at the Orog's discretion) adjacent to that creature. All targets who were attacked cannot use Reactions until the end of the Orog's turn.
I invite brave and entrepreneurial 5e DMs to use these creatures to see how well the mechanics work.
Note that squading up weaker monsters considerably weakens them in 5e. Far more important than AC and HP is attacks/round. Even weak opponents can whittle down high level PCs with more attacks/round. It also makes AoE attacks very useful as they clear our lots of threats quickly.
Work happened. which is nice cuz money, but i am now sleep deprived because graveyard shift sucks.
I'm probably not GMing anytime soon. i'll let you know if things change.
Note that squading up weaker monsters considerably weakens them in 5e. Far more important than AC and HP is attacks/round. Even weak opponents can whittle down high level PCs with more attacks/round. It also makes AoE attacks very useful as they clear our lots of threats quickly.
While I'm not one of these yet...I invite brave and entrepreneurial 5e DMs to use these creatures to see how well the mechanics work.
*again points at 3.5's mob as swarm subtype system*b) I don't see anything for engulfing or outflanking or genuinely mobbing a target, which is what I'd be worried about as a lone adventurer facing 20 goblins/a swarm of giant rats/angry villagers.
A significant number of spells don't use material components or foci, though. Grabbing my 1e AD&D PHB, I find the following magic-user spells to have no material component:Given that D&D wizards already have to spend time sitting down and preparing their stuff, and (in the versions of the system that I'm familiar with) already need to have access to appropriate materials to cast their spells (the classic being guano for fireballs), why aren't they just crafting limited-use magic items or potions that their arcane expertise is required to use?
While I'm not one of these yet...
a) Is there a mechanic for the Squadlin weakening as its members die or flee?
b) I don't see anything for engulfing or outflanking or genuinely mobbing a target, which is what I'd be worried about as a lone adventurer facing 20 goblins/a swarm of giant rats/angry villagers.
c) 7 x 20 =/= 49
I guess this is where it comes down to personal taste, and I'm of the view that Wizards and Clerics probably shouldn't look like they're doing the exact same thing. Wizards requiring foci or catalysts or components (or outright representing all their magic as mystical creations that have to be used rather than arcane finger-wiggling) strikes me as a great way of doing that, and one that rings true for what actual magic users in fantasy and myth tend to do.A significant number of spells don't use material components or foci, though.