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Old 26th May 2009, 04:15 AM   #21 (permalink)
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Originally Posted by Primitive Screwhead View Post
But it would be nice if this was announced in a manner other than buried in a preview {articles which I rarely read}....

This also makes it harder to have computer generated monsters. Sure, the basics are simple, but tacking on a variety of extra damage/powers/turns...
Speaking of, I wonder if the WoTC online monster generator has been updated?
...and it looks like I have an excell spreadsheet critter generator to update now

PS. Thanks Elric for catching this and letting me/us know!
Well, in fairness, the MM1 solo design still works. They've just changed things up for future books. It's not like those monsters can't be used anymore.

-O
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Old 26th May 2009, 05:14 AM   #22 (permalink)
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Well, in fairness, the MM1 solo design still works. They've just changed things up for future books. It's not like those monsters can't be used anymore.

-O
Yeah, agreed. They aren't saying that the old stuff all needs errata/update (whether you agree with that or not is another matter). But rather they are saying that this is the new design basis that they are using for MM2 (and possibly onwards).

They only mentioned adjusting orcus if you did want the same design template applied to both monsters for the sake of having them battle one another like they talk about in that article.

That, however, does not stop anyone from making some or all of those changes to MM1 monsters if they feel it would work better for their group.
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Old 26th May 2009, 05:37 AM   #23 (permalink)
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They only mentioned adjusting orcus if you did want the same design template applied to both monsters for the sake of having them battle one another like they talk about in that article.
The "final" adventure isn't out yet? It'll be interesting to see if they adjust Orcus for that.
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Old 26th May 2009, 11:55 AM   #24 (permalink)
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How would a 50% increase in damage affect abilities that don't really rely on hp?

For example, Orcus's touch of death ability simply reduces the player to 0 hp. How might this be affected? An increase in recharge rate? Or no benefit at all? This is a key signature ability which the DM will likely want to use as often as possible since it is the most effective attack in his arsenal.
I wouldn't change anything for such powers.

Just because there are exceptions doesn't mean it is a bad idea to have sweeping changes if those are generally useful for the game.

However, if the only indication we'll get that the dev team views the MM1 Solos as off is this snippet, it is a sad day indeed.

It irritates me to no end that WotC simply aren't doing the decent thing, which is to 'fess up to their mistakes, and adding the changed Solo stats to the MM1 errata!
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Old 26th May 2009, 12:57 PM   #25 (permalink)
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A brief glance does show some differences. Adamantine Dragon Adult (Soldier) vrs. Red Dragon Adult (Soldier), with the former having -2 to all defenses. However, their HP, and rough damage output seems about the same. Furthermore, I haven't really seen any fixes to prevent solos from being "stun-locked" in general. There are some exceptions, like Demogorgon, but other than that...

Iron Dragon has a significantly lower AC than the Black Dragon, a good thing, but that's partially mitigated by his -5 Resist All immediate reaction.

So, there seems to be some differences, but nothing too major. I suppose -2 to all defenses is a 10% change in staying power, and pretty easy to implement.
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Old 26th May 2009, 04:59 PM   #26 (permalink)
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So, there seems to be some differences, but nothing too major. I suppose -2 to all defenses is a 10% change in staying power, and pretty easy to implement.
One thing I have learned in my many years of houseruling, is a little goes a long way. It doesn't usually take sweeping changes, even a few alterations can be enough.
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Old 26th May 2009, 06:41 PM   #27 (permalink)
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It's interesting though. When we first started playing, solo's were scary and often quite grindy. Now, they play out as rather whimpy if they aren't a few levels above the party or teamed up with a couple of other monsters.

Could be the selection of monster, that the party is just getting really good at what they do or both. More damage and hit points are fine in my book when coupled with lower defenses.
Well, i just ran our first solo fight yesterday with five 5th level heroes and one goblin NPC against an 8th level solo. I designed the monster with MM2 tenets in mind, and tried to give it some cool control powers. It was a nasty lurker that more or less ambushed the party. Here's how it ended about 10 rounds later:



The wizard botched, and i mean REALLY botched his rolls and was more or less ineffective. The dwarf fighter used Pinning Strike fairly early on and for the rest of the encounter the spider could NOT move. That just slaughtered it. It had a web attack it used to good effect in round 1, but then the PCs closed in and the damage dealers started whacking at it. The only character who was ever in danger was the single warlord who was grabbed, squeezed and bitten by poison several times.

While we were playing this out i told the players how much damage they'd done, what the monsters attacks were, how it had 2 action points, and when they had it close to death. I wouldn't normally do that but i wanted them to see behind the scenes way solos worked.

It scared them plenty bad at first (as any huge demonic spider-thing of Torog would do) but ultimately the fight was a little lackluster for me, as i could tell after a certain point that this thing was just screwed and there was nothing i could do.

It had less hit points than a MM1 solo would have, and it had some interesting attacks that could potentially dish out lots of damage. It also had ranged web and a sedative spray (that it never used) and a cool adhesive lure that drags prey closer. There was also terrain features that added some tactical nuances to the encounter, like the dwarf almost getting pulled into a river with webbing.

My opinion is that the monster needed HELP. It needed allies. It needed flanking opportunities and it needed for someone to drag that goddamn dwarf away and ruin her Pinning Strike. Plus, the barbarain was knocking the monster prone every other round, but it couldn't run away anyhow.

It was still very fun though, and i look forward to running a solo again, but it takes some careful tweaking to make a solo fight as fun as an encounter with many enemies. And avoiding a grindfest where the PCs will inevitably just win by war of attrition.
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Old 27th May 2009, 02:49 AM   #28 (permalink)
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I'm sitting here listening to the new D&D podcast, one of the designers admits the MM1 hydra is broken as a solo, but won't be updated with errata.

I appreciate his candor, but that's unacceptable IMO. The MM2 should be more/new monsters, not a replacement for a bunch of broken ones. I truly hope they offer some official guidelines for reworking MM1 creatures. They could have printed it in the MM2!!
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Old 27th May 2009, 03:07 AM   #29 (permalink)
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I'm sitting here listening to the new D&D podcast, one of the designers admits the MM1 hydra is broken as a solo, but won't be updated with errata.
It's broken, but editing the "update" PDF on the website is too difficult. Ya, wonderful. Remind me why I pay these people for their books again? Must be the pretty pictures.

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Old 27th May 2009, 03:34 AM   #30 (permalink)
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I appreciate his candor, but that's unacceptable IMO. The MM2 should be more/new monsters, not a replacement for a bunch of broken ones. I truly hope they offer some official guidelines for reworking MM1 creatures. They could have printed it in the MM2!!
Yeah. You know, I was going to say that most of the MM1 is solid but then I remembered the fact that I went through the MM1 and gave almost every minion +1/2 level to damage. The exceptions being those with effects like Immobilize. Something that WotC seems to have done in the MM2.

I'm not entirely sure what is broken about the hydra (not enough damage or interesting abilities?) but it couldn't be that hard to offer some sort of rough fix. It doesn't need to be perfect. After all, they thankfully errata'd the damage of some of the other monsters.
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Old 27th May 2009, 03:46 AM   #31 (permalink)
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Yeah. You know, I was going to say that most of the MM1 is solid but then I remembered the fact that I went through the MM1 and gave almost every minion +1/2 level to damage. The exceptions being those with effects like Immobilize. Something that WotC seems to have done in the MM2.

I'm not entirely sure what is broken about the hydra (not enough damage or interesting abilities?) but it couldn't be that hard to offer some sort of rough fix. It doesn't need to be perfect. After all, they thankfully errata'd the damage of some of the other monsters.
Yeah, the deal was the damage was too low, thus the hydra wasn't threatening.

I don't mean to bash the designers, I know this stuff is hard and it's unrealistic to get it perfect the first. I just think if they know something is wrong, fix it! I don't care if there's a page of errata for every actual page of the book, the most important thing is to try and get it right!
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Old 27th May 2009, 04:30 AM   #32 (permalink)
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I think we're all stuck in a quandary, us and the designers.

If the designers went back and errata'd all of the monsters that need it in the original MM1, we'd have a 200 page PDF that few of us could really use at the table anyway. The best they could do is update the Compendium online but that makes the books obsolete (it sort of is now, many of the dragon entries in the Compendium have beefed up damage over the MM1 with no record of an errata change).

If they fix it by republishing the original monster manual (which I wish they would do), a loud group would scream about D&D 4.5 and raise holy hell. It would be a marketing disaster.

Instead they choose a different path - fix it from here on out. They might offer up some house rules in the DMG2 to help us re-engineer the monsters in the new image. Of course, many of us will be doing this already.

So I think we're stuck. They're not going to errata the whole MM1 and they're not going to republish it. They'll likely give us some alternate rules in the DMG2 that might help and, until then, we're on our own.

I'm sticking to my house rules anyway. I like my faster, more swingy, and more dangerous combat.

My quick house rules are as follows:

3/4 hps and +1/2 level damage with +1d10 on crits.

On certain solos and elites I add the following:

Stun & Daze Resist: When stunned, this creature instead loses its next standard action; when dazed, this creature instead loses its next minor action.
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Old 27th May 2009, 04:49 AM   #33 (permalink)
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I think I will try implementing 3/4th HP, 1+1/2 Level damage for solos. The damage per fight (assuming 100% HP means 10 rounds, and 75% HP means roughly 7.5 rounds) is the same, using the above. I'm not sure if normal monsters need that tweak, but that might be because I currently have a party with 3 strikers and 1 leader. There's also Elric's / Karin'sDad? type house rules for solos that I'll use.

I see your point, but if they do issue alternate rules in the DMG2, it should really just be errata to the core DMG solo template rules. For example, the minion tweak doesn't need to be an update to every minion, it can just be a new rule.

Oh well. Fortunately, some broad, generally applied house rules won't kill me.
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Old 27th May 2009, 04:55 AM   #34 (permalink)
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I'm sitting here listening to the new D&D podcast, one of the designers admits the MM1 hydra is broken as a solo, but won't be updated with errata.
It's not just hydras. Brutes were generally too weak in MM1, and many have had errata to increase their damage-e.g., Hill Giants, Ogres, Death Giants, etc.. Brutes didn't get enough to compensate for lower attack/defense values.

However, Brute solos are especially weak in MM1, because solo HP is independent of a monster's role. Strange, but true. Essentially all MM1 solos have [(level +1)*8+Con]*5 HP (at Paragon/Epic, x4 at heroic), regardless of role. This is the formula given in the DMG guidelines for creating solos on page 184, so it’s not an accidental mistake. Normally, Brute monsters make up for lower AC with higher HP. It doesn't appear like Brute solos were given anything to compensate for their comparatively lower AC.

Ironically, the Kobold Hall adventure in the back of the DMG must have been created before the "solos all use the same HP pattern" was finalized, because the White Dragon there has 232 HP, indicating it was built on [(level +1)*10+Con]*4 HP, while the entry in the MM has 200 HP corresponding to the above formula.

The MM2 solo previews do not adjust solo HP by role; the Bebilith (Solo Brute 18), the Adamantine Dragon (Solo Soldier 21), and the Beholder Ultimate Tyrant (Solo Artillery 29) all have the [(level +1)*8+Con]*4 HP that is apparently now standard. It’s unclear to me if WotC has truly compensated Solo Brutes for their lower AC, perhaps in the form of higher damage (above and beyond what they should get for their attack bonus), as the Bebilith only presents a sample size of one.

Anyone with MM2 want to weigh in?
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Old 27th May 2009, 05:21 AM   #35 (permalink)
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The MM2 solo previews do not adjust solo HP by role; the Bebilith (Solo Brute 18), the Adamantine Dragon (Solo Soldier 21), and the Beholder Ultimate Tyrant (Solo Artillery 29) all have the [(level +1)*8+Con]*4 HP that is apparently now standard. It’s unclear to me if WotC has truly compensated Solo Brutes for their lower AC, perhaps in the form of higher damage (above and beyond what they should get for their attack bonus), as the Bebilith only presents a sample size of one.
Behir Bolter Whelp Lvl. 8 Solo Soldier vs. Young Silver Dragon Lvl. 8 Solo Brute

~24 HP difference, in favor of the Brute.
Soldier has 4 higher AC
Brute does +1 damage (on average) per "claw" attack.
Brute has 4 lower to hit.
Both have AoE type attacks (dragon has blast, behir has burst.) Behir has better AoE damage, but the dragon blast gives vulnerable 5 all (saves end).
I'd say the Behir has a better immediate reaction.

There's some other stuff. I'd say they were reasonably close if the AC and to hit difference was 2, but at 4, it seems large.
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Old 27th May 2009, 07:19 AM   #36 (permalink)
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Ran a fight with a Razor Hydra (knocked it down to 14th level), a deva guardian, and a flame shard vs my 12th level party. I disobeyed my own rule about higher level solos to see if they real fixed some of grind issues.

The hydra was instantly put to sleep (-10 to saves from the phrenic crown, earthroot staff, and the orb will do that to you). The deva took the effect ( I love that monster!) and feel asleep, instantly coup de graced by my party.

Then the party released healing hell, everytime the hydra attacked (whether it hit or missed) the player that was attacked recovered 6 damage. The paladin and cleric got into melee and I spent more time healing the party than damaging them.

However, I got a few good licks in at the end, and managed to do 110 damage in a round + 45 ongoing damage! (the player lived, damn that healing!)

The fight dragged just a bit towards the end, and I certainly was upset by my hydra becoming a healing battery for the front line, but all in all I consider it a victory. The fight never seemed too grindy.
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Old 27th May 2009, 01:22 PM   #37 (permalink)
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Hospitaler's Blessing needs to be nerfed.

Change it to "once per round".
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Old 27th May 2009, 08:32 PM   #38 (permalink)
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I was reading the DMG on Solos, and it says they are 4x the HP until 10th level.

Having a look through the MM, it looks like this the case.

So how does this relate to the new system? Is it only high level monsters that should be adjusted down?
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Old 27th May 2009, 10:09 PM   #39 (permalink)
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4.5? I don't think so.

More likely 4.1, 4.2, 4.3, with little tweaks and changes added as the PHs and DMGs are released (like the re-done Stealth in PH2).
And with the #2 Core books we already have 4.1
Expertise feats, NAD enhancers, changed solo design, changed heavy armour (adventurer guide).
Add that to rather bad vanilla skill challenges and stealth rules.
Didn't WOtC promise to be more careful with playtesting?

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Yeah, agreed. They aren't saying that the old stuff all needs errata/update (whether you agree with that or not is another matter). But rather they are saying that this is the new design basis that they are using for MM2 (and possibly onwards).

They only mentioned adjusting orcus if you did want the same design template applied to both monsters for the sake of having them battle one another like they talk about in that article.

That, however, does not stop anyone from making some or all of those changes to MM1 monsters if they feel it would work better for their group.
Of course they are saying that.
They can hardly say things like "We messed up badly when designing solo monsters which makes them unbalanced and boring. But we won't errata them. Instead you should buy our new book which has better solo monsters in it"
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Old 27th May 2009, 10:59 PM   #40 (permalink)
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Of course they are saying that.
They can hardly say "We messed up badly when designing solo monsters which makes them unbalanced and boring. But we won't errata them. Instead you should buy our new book which has better solo monsters in it"
Actually, in the MM2 podcast, they say exactly that. Roughly, "We included hydras in MM2 in part because the MM1 hydras don't work, and we've decided not to errata the MM1 hydras."

One of the guys in the podcast mentions (around 9:00 in) finding out the hard way about the poor design of the hydra because Jonathan Tweet, who used a lot of solos and minions, was his GM, and the hydra didn't work ("It's really, really lame"). Then they laugh about wishing he'd run it before the game came out.

For what it's worth, the worst hydra of the bunch in MM1 is clearly the level 12 Fen Hydra, which both has a lower attack bonus for its level, only has 4 heads, and has no ranged attack. This gives it truly pitiful offense. It needs at least +2 to hit and +2 damage per head with its listed HP total, and with 100 fewer HP (to correspond to the MM2 design guidelines), it would need more damage still.

Now, even if the MM1 hydras had enough offense to be threatening, they'd still be boring due to the total lack of special abilities (they also have no incentive to ever spread out their attacks, making it a "beat on same character every round" kind of fight). Still, it would be better than a nonthreatening fight that would be boring even it is were threatening; that makes for a really boring fight.
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