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Mearls redesigns the Ogre Mage
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<blockquote data-quote="Gold Roger" data-source="post: 2962440" data-attributes="member: 33904"><p>I always liked the Ogre Mage for it's diversity, so I'm glad Mearls didn't really get rid of that (charm and sleep where useless anyway).</p><p></p><p>The reduced CR is a great thing. Sneak attack has great synergy with the rest of the Ogre Mages abilities. That gets my big stamp of aproval. The Cone of Cold was way out of line, lighting bolt is a ok substitute.</p><p></p><p>My only problem is the limited use of invisibility. Yes a crafty DM can frustrate his players with that. However, there's endless ways a crafty DM can frustrate his players and enough ways to break the invisible Ogre Mage problem. Also, while the Ogre Mage has to be balanced for encounters, D&D Monsters should also be build for campaign gameplay and storyline impact. Unlimited Invisibility has a big impact on those.</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 2962440, member: 33904"] I always liked the Ogre Mage for it's diversity, so I'm glad Mearls didn't really get rid of that (charm and sleep where useless anyway). The reduced CR is a great thing. Sneak attack has great synergy with the rest of the Ogre Mages abilities. That gets my big stamp of aproval. The Cone of Cold was way out of line, lighting bolt is a ok substitute. My only problem is the limited use of invisibility. Yes a crafty DM can frustrate his players with that. However, there's endless ways a crafty DM can frustrate his players and enough ways to break the invisible Ogre Mage problem. Also, while the Ogre Mage has to be balanced for encounters, D&D Monsters should also be build for campaign gameplay and storyline impact. Unlimited Invisibility has a big impact on those. [/QUOTE]
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Mearls redesigns the Ogre Mage
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