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Book of the Dead - Monster Manual by Mesh Hong
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<blockquote data-quote="sfedi" data-source="post: 5026338" data-attributes="member: 15746"><p>That's highly true.</p><p></p><p>One thing that could be useful is to have a lot of the design decisions that drove the creation process to be at the DMs disposal.</p><p></p><p>A declaration of intent, really.</p><p></p><p>In fact, all rules should have that.</p><p> </p><p></p><p>I know what you mean.</p><p></p><p>That's why I try to DM more than one group or design monsters and adventures in a general way, so I can reuse them without much thought.</p><p></p><p></p><p>Ok, now I understand what you are doing.</p><p></p><p>You want a new kind of creature, that doesn't clearly falls into a role (Skirmisher, Soldier, etc) and you have to use the Base creature.</p><p></p><p></p><p>Yes, some of them don't have movement related powers.</p><p>But not all of those you cite.</p><p>Some have movement related powers. But instead of they been very mobile, they condition the movement of their foes: Cyclops Battleweaver for exemple. </p><p>Others don't gain mobility themselves, but act as if they had, the Berbalang for example.</p><p></p><p></p><p>Yes, those are the main areas.</p><p>Although this monster has several subtleties, and thus, it's threat could be regulated adjusting several things.</p><p>But those you note are the more obvious ones.</p><p></p><p></p><p>Well, grab could be better.</p><p>This way, all expected damage and healing that depend on him been Latched On, drops by half.</p><p></p><p></p><p>Exactly.</p><p>I'm not sure about the move into the target's square thing. It's something that haven't been done in any MM, and for a good reason I think: it doesn't involve any new rules.</p><p></p><p></p><p>I should have to do the numbers again.</p><p>But I think that either dropping regeneration and damage by half, or making the Tick grab instead of dazing should be enough (they kind of effectively accomplish the same thing).</p><p></p><p>Although the escape rules are somewhat broken.</p><p></p><p></p><p>It really depends on the chance of this ongoing damage to happen and not much on the amount.</p><p>The amount of damage regulates the variability (or spike damage) the monster has.</p><p></p><p>For example, you can have a monster that does 20 damage at level 1.</p><p>But the monster has to hit twice to do so (an expected 25%).</p><p></p><p></p><p>Well, you are right about that.</p><p>The problem is the amount of that.</p><p>Doing 10 damage automatically is more than the expected damage of a monster of that level.</p><p>And 10 regeneration is almost like cancelling a PC attack.</p><p></p><p>It's doing both at 100% chance that get's unbalanced.</p><p></p><p></p><p>This really depends on the flavor of the creature. Whatever you choose can be balanced.</p><p></p><p>Some grabbing creatures should be more difficult to hit (like a Stirge)</p><p>Others could be more easily hit.</p><p>And others simply more dangerous to be hit (like when they split the damage taken by half between them and their grabbed target).</p><p></p><p>Each scenario can be balanced in a different way.</p></blockquote><p></p>
[QUOTE="sfedi, post: 5026338, member: 15746"] That's highly true. One thing that could be useful is to have a lot of the design decisions that drove the creation process to be at the DMs disposal. A declaration of intent, really. In fact, all rules should have that. I know what you mean. That's why I try to DM more than one group or design monsters and adventures in a general way, so I can reuse them without much thought. Ok, now I understand what you are doing. You want a new kind of creature, that doesn't clearly falls into a role (Skirmisher, Soldier, etc) and you have to use the Base creature. Yes, some of them don't have movement related powers. But not all of those you cite. Some have movement related powers. But instead of they been very mobile, they condition the movement of their foes: Cyclops Battleweaver for exemple. Others don't gain mobility themselves, but act as if they had, the Berbalang for example. Yes, those are the main areas. Although this monster has several subtleties, and thus, it's threat could be regulated adjusting several things. But those you note are the more obvious ones. Well, grab could be better. This way, all expected damage and healing that depend on him been Latched On, drops by half. Exactly. I'm not sure about the move into the target's square thing. It's something that haven't been done in any MM, and for a good reason I think: it doesn't involve any new rules. I should have to do the numbers again. But I think that either dropping regeneration and damage by half, or making the Tick grab instead of dazing should be enough (they kind of effectively accomplish the same thing). Although the escape rules are somewhat broken. It really depends on the chance of this ongoing damage to happen and not much on the amount. The amount of damage regulates the variability (or spike damage) the monster has. For example, you can have a monster that does 20 damage at level 1. But the monster has to hit twice to do so (an expected 25%). Well, you are right about that. The problem is the amount of that. Doing 10 damage automatically is more than the expected damage of a monster of that level. And 10 regeneration is almost like cancelling a PC attack. It's doing both at 100% chance that get's unbalanced. This really depends on the flavor of the creature. Whatever you choose can be balanced. Some grabbing creatures should be more difficult to hit (like a Stirge) Others could be more easily hit. And others simply more dangerous to be hit (like when they split the damage taken by half between them and their grabbed target). Each scenario can be balanced in a different way. [/QUOTE]
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