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General Tabletop Discussion
*Dungeons & Dragons
5e: the demystification of monsters?
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<blockquote data-quote="slobo777" data-source="post: 6028608" data-attributes="member: 6694877"><p>These are self-consistent enough. You could probably take the current ogre stats, increase hit points, perhaps give it a little damage resist, give it some kind of sweep- or multi- attack that targetted more than one PC at a time, and get pretty close to what you want within the current PC/monster balance.</p><p></p><p>I'm expecting (well, hoping) hit points and damage numbers to move again in next playtest though, so might be worth seeing where the ogre is pitched in following playtests.</p><p></p><p>Edit: I tested a few changes to the ogre, and I think the following pitches it about right, given the current PC/monster balance:</p><p></p><p>1) Increase Ogre hit points to 48, AC to 16 and club attack bonus to +6 (I also increased Armour Piercing to 6, although I think the impact of this is tiny with a +6 to hit)</p><p></p><p>2) Allow a multi-attack action with two targets with the club</p><p></p><p>3) Add damage resistance 6 (I tried a few other values, but I like 6 because it is exactly 2 times monster level)</p><p></p><p>This upgraded ogre is roughly as dangerous as three regular ogres, but without simply making it a bigger bag of hitpoints. I ran a few variants versus the dwarf fighters, and the above values to hit very rough equivalence in results - I don't see much point at this stage in aiming for exact equivalence, in any case adding features like damage resist changes what the best PC tactics would be - adding the damage resistance makes Deadly Strike a more optimal tactic than Parry/Protect.</p></blockquote><p></p>
[QUOTE="slobo777, post: 6028608, member: 6694877"] These are self-consistent enough. You could probably take the current ogre stats, increase hit points, perhaps give it a little damage resist, give it some kind of sweep- or multi- attack that targetted more than one PC at a time, and get pretty close to what you want within the current PC/monster balance. I'm expecting (well, hoping) hit points and damage numbers to move again in next playtest though, so might be worth seeing where the ogre is pitched in following playtests. Edit: I tested a few changes to the ogre, and I think the following pitches it about right, given the current PC/monster balance: 1) Increase Ogre hit points to 48, AC to 16 and club attack bonus to +6 (I also increased Armour Piercing to 6, although I think the impact of this is tiny with a +6 to hit) 2) Allow a multi-attack action with two targets with the club 3) Add damage resistance 6 (I tried a few other values, but I like 6 because it is exactly 2 times monster level) This upgraded ogre is roughly as dangerous as three regular ogres, but without simply making it a bigger bag of hitpoints. I ran a few variants versus the dwarf fighters, and the above values to hit very rough equivalence in results - I don't see much point at this stage in aiming for exact equivalence, in any case adding features like damage resist changes what the best PC tactics would be - adding the damage resistance makes Deadly Strike a more optimal tactic than Parry/Protect. [/QUOTE]
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