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Old 23rd January 2012, 10:12 PM   #1 (permalink)
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The New Monster Math, Explained and Expanded

"What's with this New Math?" is a fairly common topic, so I'm posting an explanation and a contribution of my own to give inquisitive folks a hand.

The Explanation: The New Monster Math was introduced with the MM3, and is designed to make monsters [more] threatening. You can read WotC's new damage chart in the DMG errata pdf, which boils down to "8 + level damage for standard monsters, 25% to 50% more for high damage attacks and upper caste monsters."

My Own Contribution: I find the single damage chart, and the second half of that advice frustratingly vague. So I spent a few hours to write damage charts for every monster role and caste and added it to my personal monster-making guide, Marvelous Monsters. (Attached below.)

MarMon has a few other useful tidbits, like a new role and caste, but other things in it are incomplete. You've been warned!

Updated 5 April, 2012: After play testing, I changed the mechanism by which elites and solos ignore hindering effects. This one is more satisfying for everyone at the table!

Updated 15 April, 2012: Added an up-to-date glossary of monster terminology. Added comments about the swarm and insubstantial keywords.

Comments
  
  Cheat Sheets are always cool. Like bowties
  
  Great effort. Well done!
  
  Cool
  
  Thanks for the resource
  
  Sweet. Makes it even easier.
  
  Great work!
  
  You marvelous monster, you!
  
  cool cool
  
  Awesomesauce!
  
  Nice!
  
  and where does a Tequila Sunrise fit on the monster chart?
  
  Whole lotta thanks!!
  
  I believe I have a new cheat sheet.
  
  Good Stuff!
  
  I love new cheat sheets!
  
  Bravo!
  
  Liking this
  
  Thanks for your work!
  
  Thank you. I didn't realize how much I was looking for just this.
  
  That looks very useful! thanks!
  
  thanks
  
  It's a handy tool. I'm using it for ZEITGEIST.
Attached Files
File Type: pdf Marvelous Monsters.pdf (132.5 KB, 77 views)
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Last edited by Tequila Sunrise; 15th April 2012 at 08:47 PM..
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Old 23rd January 2012, 10:34 PM   #2 (permalink)
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Nice work. XP from me!
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Old 25th January 2012, 02:05 AM   #3 (permalink)
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Nice work.

I was wondering, though, if there should be damage modifiers if a condition lasts more than 1 turn (save ends) and whether controllers should get any bennies for that kind of thing.

I've seen controllers as low as 8th-level dishing out at-will attacks with immobilize (save ends) ... at full damage.
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Old 25th January 2012, 04:51 PM   #4 (permalink)
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Quote:
Originally Posted by (Psi)SeveredHead View Post
Nice work.

I was wondering, though, if there should be damage modifiers if a condition lasts more than 1 turn (save ends) and whether controllers should get any bennies for that kind of thing.

I've seen controllers as low as 8th-level dishing out at-will attacks with immobilize (save ends) ... at full damage.
Good question. My current rule of thumb is "recharge effects end with a save, and equivalent at-will effects end on the target's turn," but this might change as I keep experimenting with home brew monsters.

As to controllers, here's how I think of it. A controller should either have a simple go-to control mechanism, like the Distract ability I wrote up in the pdf, or extra strong control powers.

For example I've been writing my own rendition of beholders and illithids for an upcoming one-shot. I normally prefer artilleries, brutes and skirmishers because they don't require finicky effects, but these two monsters just scream CONTROLLER! So I created a kind of condition track for mind-frak powers that my beholders and illithids will use. Instead of a power saying "the target is dazed/stunned/dominated," the power inflicts special tokens on the target. As the target accrues tokens, I upgrade the bad condition. In this way, weak beholders and illithids (minions and goons) can exist alongside stronger monsters (elites and solos) without any of them becoming redundant, overpowered or underpowered.

I even invented a new condition that's basically dominate+! Originally I had both at-wills and recharge powers dealing these tokens, so that some would end automatically on the target's turn and some on a save, but I think that'd be too much of a bookkeeping hassle. So I'm currently working out exactly how I want to implement these powers.
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Old 28th January 2012, 06:40 PM   #5 (permalink)
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Nice job! I have to say though that the formatting bothered me so much, I reformatted it for myself. Let me know if you'd like me to re-post it here as a .docx.
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Old 28th January 2012, 06:59 PM   #6 (permalink)
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Is it the blue? By all means post it; I'd like to see how you formatted it.
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Old 29th January 2012, 02:32 PM   #7 (permalink)
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Quote:
Originally Posted by Tequila Sunrise View Post
Is it the blue? By all means post it; I'd like to see how you formatted it.
The blue, the size of the fonts, the large number of unnecessary pages, and the table formatting. Not much, really.

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  cheers! looks good!
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File Type: docx Marvelous Monsters.docx (30.6 KB, 73 views)
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Old 29th January 2012, 10:20 PM   #8 (permalink)
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Excel Format

Speaking of reformats, I put your charts into a little excel sheet, giving us a monster generator. Have fun all.

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  Awesome!
  
  Thanks
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File Type: xlsx MarvelousMonsterGenerator.xlsx (17.4 KB, 83 views)
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Old 29th January 2012, 10:57 PM   #9 (permalink)
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Someone give Tequila some XP for me, I need to spread mine around.
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Old 30th January 2012, 03:13 PM   #10 (permalink)
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I'm kind of amazed how popular this is! I guess more DMs home brew monsters than I imagined.

Also, I've got to get more familiar with exel one of these days.

Quote:
Originally Posted by Infiniti2000 View Post
The blue, the size of the fonts, the large number of unnecessary pages, and the table formatting. Not much, really.
Wow, I like yours much better. What program did you use?
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Old 30th January 2012, 05:29 PM   #11 (permalink)
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Just Word 2010 (actually the Starter version that came with my PC, I'm not buying the full version).
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Old 31st January 2012, 02:23 AM   #12 (permalink)
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Quote:
Originally Posted by Tequila Sunrise View Post
I'm kind of amazed how popular this is! I guess more DMs home brew monsters than I imagined.

Also, I've got to get more familiar with exel one of these days.
TBH that little sheet took me the better part of a day (but I may or may not have been watching Futurama the whole time). Here's a little snippet from one cell:

Quote:
=IF(B4="Typical",IF(B5="Artillery",INDEX(TypicalLo w,B3,1),IF(B5="Brute",INDEX(TypicalHigh,B3,1),IF(B 5="Lurker",INDEX(TypicalHigh,B3,1),INDEX(TypicalMe dium,B3,1)))),IF(B4="Elite",IF(B5="Artillery",INDE X(EliteLow,B3,1),IF(B5="Brute",INDEX(EliteHigh,B3, 1),IF(B5="Lurker",INDEX(EliteHigh,B3,1),INDEX(Elit eMedium,B3,1)))),IF(B4="Solo",IF(B5="Artillery",IN DEX(SoloLow,B3,1),IF(B5="Brute",INDEX(SoloHigh,B3, 1),IF(B5="Lurker",INDEX(SoloHigh,B3,1),INDEX(SoloM edium,B3,1)))),IF(B4="Minion",IF(B5="Artillery",IN DEX(MinionLow,B3,1),IF(B5="Brute",INDEX(MinionHigh ,B3,1),IF(B5="Lurker",INDEX(MinionHigh,B3,1),INDEX (MinionMedium,B3,1)))),IF(B4="Goon",IF(B5="Artille ry",INDEX(GoonLow,B3,1),IF(B5="Brute",INDEX(GoonHi gh,B3,1),IF(B5="Lurker",INDEX(GoonHigh,B3,1),INDEX (GoonMedium,B3,1)))),0)))))
Anyway, do you plan on updating this further? IMO controllers should have some sort of AOE, but I don't think I'm versed enough in legitimate homebrew monsters to judge how powerful they should be. I usually just end up making things up on the spot to give my PCs some challenge (but hopefully now that will all change). If you do update it, I'll be right behind you with the excel.

And I don't think I said this before, so thanks for the guide.
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Old 31st January 2012, 05:49 PM   #13 (permalink)
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Quote:
Originally Posted by riotshieldnation View Post
TBH that little sheet took me the better part of a day (but I may or may not have been watching Futurama the whole time). Here's a little snippet from one cell:
Wow!

How do I change a monster's caste? I typed in 'Standard' and the generator got confused.

Quote:
Originally Posted by riotshieldnation View Post
Anyway, do you plan on updating this further? IMO controllers should have some sort of AOE, but I don't think I'm versed enough in legitimate homebrew monsters to judge how powerful they should be. I usually just end up making things up on the spot to give my PCs some challenge (but hopefully now that will all change). If you do update it, I'll be right behind you with the excel.

And I don't think I said this before, so thanks for the guide.
You're welcome!

I will update it -- in fact I recently boosted the minion damage threshold -- but I'm not going to get in-depth with power guidelines. I've gone down that road, and that way lies madness. The best I can, and will do is to write example powers for each role.

For example if I were making an NPC wizard (controller), scorching burst would be a low-damage power otherwise identical to the PC power.
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Old 31st January 2012, 05:57 PM   #14 (permalink)
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Quote:
Originally Posted by Tequila Sunrise View Post
How do I change a monster's caste? I typed in 'Standard' and the generator got confused.
It should have a drop down menu, and I used the word "typical" instead of standard for some reason .
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Old 1st February 2012, 12:23 PM   #15 (permalink)
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Hm, I don't see a drop-down menu. Might be just because I'm not real familiar with exel.

In other news, apparently I can't switch attachments in the OP so I attached my update to this one. (Raised minion damage threshold, added some example powers and copied Infiniti's formatting.)
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