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Cosmic Deity power levels in 5E...
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<blockquote data-quote="Upper_Krust" data-source="post: 8562736" data-attributes="member: 326"><p>Hey buddy! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><ul> <li data-xf-list-type="ul">I like combining a move action with an attack. Plus Legendary Abilities are also a good place to include an out of turn, Move based option.</li> <li data-xf-list-type="ul">You can't cater for every trick the players will pull, so flip the script and make them worried about the monsters instead. What I like to do is give the monster some sort of combination/follow-up attack. A very simple example of what I mean is lets say a monster has a tail attack that knocks a target prone; then I'd also give the monster a different attack that is more dangerous versus prone targets.</li> <li data-xf-list-type="ul">Unique game mechanic interactions really make a monster stand out. But its can be tricky to keep coming up with them for every monster. I'll have lots of monster building advice in the book for people to help them build their own unique epic creations.</li> </ul><p></p><p></p><p></p><p>Two same CR monsters, one with LA and one without, the attacks of the one without will deal far more damage.</p><p></p><p></p><p></p><p>No point me typing out the whole book in this thread. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p></p><p></p><p>No I am just calling them Legendary actions.</p><p></p><p></p><p></p><p>I doubt there are many epic games that completely use the rules as written.</p><p></p><p></p><p></p><p>You don't make an omelette without breaking eggs.</p><p></p><p></p><p></p><p>No they are not counted as Primary Factors even if they cause damage. I'm gradually baking LA into the CR so every creature will get them. </p><p></p><p>The difference (as I see it) is approximately +4.1% per CR, so completely negligible returns, which PC immortals will also benefit from.</p><p></p><p></p><p></p><p>Why would you ever make the design more difficult...always best to keep it simple.</p><p></p><p></p><p></p><p>Still going to be a few months hard work - I'll let you know when its nearly ready.</p><p></p><p></p><p></p><p>Seems perfectly feasible, fractionally higher than my own, albeit (as we are discussing) my CR will be about 20% tougher.</p><p></p><p></p><p></p><p>I agree with you to an extent, however...</p><p></p><p>If you set them beyond the capabilities of a Level 20 Party then there is no point having stats for them unless you are allowing PCs to ascend beyond 20th.</p><p></p><p></p><p></p><p>I have studied CR and in my opinion any encounter with a deity/demon prince etc. on their home plane will be approx. 50% higher (as a rule of thumb) than simply facing the being as a solo monster.</p><p></p><p>So a final fight against CR 26 Orcus (in his lair with allies) would be around the equivalent of a CR 39 monster...a final fight against CR 36 Zeus would be about CR 54!</p><p></p><p>A seasoned Level 20 Party might (just barely) defeat a CR 26* Orcus in the Prime Material plane, but they won't beat him in the Abyss, when he is prepped and on his home turf.</p><p></p><p>*with my damage numbers.</p><p></p><p></p><p></p><p>Will do buddy.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 8562736, member: 326"] Hey buddy! :) [LIST] [*]I like combining a move action with an attack. Plus Legendary Abilities are also a good place to include an out of turn, Move based option. [*]You can't cater for every trick the players will pull, so flip the script and make them worried about the monsters instead. What I like to do is give the monster some sort of combination/follow-up attack. A very simple example of what I mean is lets say a monster has a tail attack that knocks a target prone; then I'd also give the monster a different attack that is more dangerous versus prone targets. [*]Unique game mechanic interactions really make a monster stand out. But its can be tricky to keep coming up with them for every monster. I'll have lots of monster building advice in the book for people to help them build their own unique epic creations. [/LIST] Two same CR monsters, one with LA and one without, the attacks of the one without will deal far more damage. No point me typing out the whole book in this thread. ;) No I am just calling them Legendary actions. I doubt there are many epic games that completely use the rules as written. You don't make an omelette without breaking eggs. No they are not counted as Primary Factors even if they cause damage. I'm gradually baking LA into the CR so every creature will get them. The difference (as I see it) is approximately +4.1% per CR, so completely negligible returns, which PC immortals will also benefit from. Why would you ever make the design more difficult...always best to keep it simple. Still going to be a few months hard work - I'll let you know when its nearly ready. Seems perfectly feasible, fractionally higher than my own, albeit (as we are discussing) my CR will be about 20% tougher. I agree with you to an extent, however... If you set them beyond the capabilities of a Level 20 Party then there is no point having stats for them unless you are allowing PCs to ascend beyond 20th. I have studied CR and in my opinion any encounter with a deity/demon prince etc. on their home plane will be approx. 50% higher (as a rule of thumb) than simply facing the being as a solo monster. So a final fight against CR 26 Orcus (in his lair with allies) would be around the equivalent of a CR 39 monster...a final fight against CR 36 Zeus would be about CR 54! A seasoned Level 20 Party might (just barely) defeat a CR 26* Orcus in the Prime Material plane, but they won't beat him in the Abyss, when he is prepped and on his home turf. *with my damage numbers. Will do buddy. [/QUOTE]
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