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4e increased my DM prep time...
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5111330" data-attributes="member: 710"><p>Usually, I don't start with roles, I start with the type of monster I want for the scene/story at hand, and then figure out what the roles are (which might be based on what the MM or the Monster Builder gives me or what my image of the monster gives me.) </p><p></p><p>For example, for something "Alien/Xenomorph"-like, a Lurker might make the most sense. If it's alone, it can attack, hide and retreat, picking some random bystander everytime it pops out. If we are constrained to just one encounter but with multiples of them, I might end up with Skirmishers, too. There is no real need to retreat, but they shouldn't just stand around - Skirmishers ensure more chaos and confusion.</p><p></p><p></p><p></p><p>Well, with the Monster Builder, you can change the role of a monster, though that probably won't give you everything you want. </p><p></p><p></p><p>There was recently a thread about Improvisation. I am not the type of person that can pull great ideas out of his ass on the fly, at least I don't see myself as one. </p><p></p><p>The trick to improvisation then seems to be to be prepared for the unexpected. Look at the many random tables in previous editions - even if you never roll on them actually, if the PCs suddenly enter a forest, in 3E you could look at the table and have an idea what you can find there.</p><p></p><p>4E doesn't have random tables, but it still has a lot of information for you: </p><p>- There are sections in the DMGs describing (Fantastic) terrain. Don't try to "improvise" some terrain features by creating them on the fly - look at the list (s)and pick what you think makes the most sense. </p><p>You don't know how it will be used? Doesn't matter. That can happen during play, too, even if this might mean a slight advantage for the PCs since they know their abilities better and have more brainpower per mini available than you. </p><p></p><p>My only general advice - however you build your map, the PCs should better be closer to the middle, so that any existing maneuvering space can actually be used. (I fall into this trap way too often, unfortunately).</p><p></p><p>For monsters, here are some "role" powers (usually pick one or two only)</p><p><strong></strong></p><p><strong>Brute</strong></p><p><em>Use brutes when you want to emphasize a monsters size and brutality.</em></p><p>- Encounter/Recharge 6 Attack that knocks a target prone.</p><p>- At-Will Attack that pushes a target.</p><p>- Encounter: Free Attack when bloodied </p><p></p><p><strong>Soldier</strong></p><p><strong></strong><em>Usesoldiers when enemy is a disciplined warrior, fights in formations.</em></p><p>- At-Will Attack marks or Encounter Power marks one target until it is dead, then recharges</p><p>- Immediate Action: Basic Attack when marked target attacks an ally</p><p>- Opportunity Attack</p><p>- Adjacent allies gain defensive bonus. (If leader, might also be offensive.)</p><p></p><p><strong>Skirmisher</strong></p><p><strong></strong><em>Use skirmisher when enemy is a kind of scout/saboteur, but works in teams.</em></p><p>- At-Will Attack that allows a shift or 2 squares of movement</p><p>- When moving half speed or more, deal +1d6 damage per tie. Works best with ranged weapons.</p><p>- +1d6 damage per tier when it has combat advantage (not cumulative with the above, pick one). Works best with melee weapons. </p><p></p><p><strong>Lurker</strong></p><p><em>Similar to skirmisher, but more with a spy/assassin flair that often has to work alone and is more likely to leave fight than get caught</em></p><p>- Recharge 5-6: Can turn invisible, insubstantial or gains Resist 10 per tier but cannot attack without breaking ability</p><p>- When attacking from invisibility/insubstantial, deals +1d8 extra damage per tier or target is weakened/dazed, ends invisibility/insubstantial</p><p>- Deals +1d6 damage per tier when has combat advantage</p><p></p><p><strong>Artillery</strong></p><p><strong></strong><em>If it wears a bow and plans to use it all the time, it is most likely Artillery. Also, most mages.</em></p><p>- Encounter/Recharge 6 Attack: Two attacks instead of one.</p><p>- At higher levels: At-Will Attack is an area burst 1</p><p></p><p></p><p><strong> Controller</strong></p><p><strong></strong><em>The biggest difference to the PC role f the name might be that it often not deals with multiple targets and at range. Anything that uses flails, chains, whips or performs mind control. </em> - At-Will Attack slows or slides</p><p>- Encounter/Recharge 6 Power that immobilizes, dazes or dominates</p><p>- Encounter/Recharge 6 Power that knocks prone and slides/pushes/pulls</p><p></p><p><strong>Leader</strong></p><p><strong></strong><em>The guy in charge. Who ever is the biggest, oldest, smartest, with the most scars, with the greatest charm. (pick any number of features). </em></p><p>- Standard Action to allow another creature make an attack</p><p>- Encounter Power gives every ally in close burst 10 5 temporary hit points per tier</p><p>- Standard Action to let all allies in close burst 10 move their speed or shift 2 squares</p><p>- At-Will Attack deals lower damage but allies gain attack bonus</p><p></p><p></p><p><strong>Minions</strong></p><p><strong></strong><em>The rank and file soldier, slaves, peasants with pitchforks and torches</em></p><p>- If in doubt, give them a melee and a ranged attack. The melee attack should typically be better than the ranged attack, as minions can focus fire better when fighting at range.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5111330, member: 710"] Usually, I don't start with roles, I start with the type of monster I want for the scene/story at hand, and then figure out what the roles are (which might be based on what the MM or the Monster Builder gives me or what my image of the monster gives me.) For example, for something "Alien/Xenomorph"-like, a Lurker might make the most sense. If it's alone, it can attack, hide and retreat, picking some random bystander everytime it pops out. If we are constrained to just one encounter but with multiples of them, I might end up with Skirmishers, too. There is no real need to retreat, but they shouldn't just stand around - Skirmishers ensure more chaos and confusion. Well, with the Monster Builder, you can change the role of a monster, though that probably won't give you everything you want. There was recently a thread about Improvisation. I am not the type of person that can pull great ideas out of his ass on the fly, at least I don't see myself as one. The trick to improvisation then seems to be to be prepared for the unexpected. Look at the many random tables in previous editions - even if you never roll on them actually, if the PCs suddenly enter a forest, in 3E you could look at the table and have an idea what you can find there. 4E doesn't have random tables, but it still has a lot of information for you: - There are sections in the DMGs describing (Fantastic) terrain. Don't try to "improvise" some terrain features by creating them on the fly - look at the list (s)and pick what you think makes the most sense. You don't know how it will be used? Doesn't matter. That can happen during play, too, even if this might mean a slight advantage for the PCs since they know their abilities better and have more brainpower per mini available than you. My only general advice - however you build your map, the PCs should better be closer to the middle, so that any existing maneuvering space can actually be used. (I fall into this trap way too often, unfortunately). For monsters, here are some "role" powers (usually pick one or two only) [B] Brute[/B] [I]Use brutes when you want to emphasize a monsters size and brutality.[/I] - Encounter/Recharge 6 Attack that knocks a target prone. - At-Will Attack that pushes a target. - Encounter: Free Attack when bloodied [B]Soldier [/B][I]Usesoldiers when enemy is a disciplined warrior, fights in formations.[/I] - At-Will Attack marks or Encounter Power marks one target until it is dead, then recharges - Immediate Action: Basic Attack when marked target attacks an ally - Opportunity Attack - Adjacent allies gain defensive bonus. (If leader, might also be offensive.) [B]Skirmisher [/B][I]Use skirmisher when enemy is a kind of scout/saboteur, but works in teams.[/I] - At-Will Attack that allows a shift or 2 squares of movement - When moving half speed or more, deal +1d6 damage per tie. Works best with ranged weapons. - +1d6 damage per tier when it has combat advantage (not cumulative with the above, pick one). Works best with melee weapons. [B]Lurker[/B] [I]Similar to skirmisher, but more with a spy/assassin flair that often has to work alone and is more likely to leave fight than get caught[/I] - Recharge 5-6: Can turn invisible, insubstantial or gains Resist 10 per tier but cannot attack without breaking ability - When attacking from invisibility/insubstantial, deals +1d8 extra damage per tier or target is weakened/dazed, ends invisibility/insubstantial - Deals +1d6 damage per tier when has combat advantage [B]Artillery [/B][I]If it wears a bow and plans to use it all the time, it is most likely Artillery. Also, most mages.[/I] - Encounter/Recharge 6 Attack: Two attacks instead of one. - At higher levels: At-Will Attack is an area burst 1 [B] Controller [/B][I]The biggest difference to the PC role f the name might be that it often not deals with multiple targets and at range. Anything that uses flails, chains, whips or performs mind control. [/I] - At-Will Attack slows or slides - Encounter/Recharge 6 Power that immobilizes, dazes or dominates - Encounter/Recharge 6 Power that knocks prone and slides/pushes/pulls [B]Leader [/B][I]The guy in charge. Who ever is the biggest, oldest, smartest, with the most scars, with the greatest charm. (pick any number of features). [/I] - Standard Action to allow another creature make an attack - Encounter Power gives every ally in close burst 10 5 temporary hit points per tier - Standard Action to let all allies in close burst 10 move their speed or shift 2 squares - At-Will Attack deals lower damage but allies gain attack bonus [B]Minions [/B][I]The rank and file soldier, slaves, peasants with pitchforks and torches[/I] - If in doubt, give them a melee and a ranged attack. The melee attack should typically be better than the ranged attack, as minions can focus fire better when fighting at range. [/QUOTE]
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