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Monsters - older edition more challenging?
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<blockquote data-quote="jimmytheccomic" data-source="post: 7455082" data-attributes="member: 6875326"><p>I picked it up yesterday after reading this thread. Haven't had time to playtest it yet (obviously!), but I like it quite a bit! I'd say worth the price tag easily. A few notes: </p><p></p><p>-The Balors are great! Lots of distinctive abilities for them. The Vampire, the Aboleth, the Rakshasha and the Beholder were also big stand outs for me. </p><p></p><p>-New abilities are solid. Lots of auras, which I'm always a fan of. Aboleths are enslaving multiple people at a time, Beholders can move their antimagic beams on a reaction (brilliant, and obvious in hindsight!), Vampires charm as a bonus action (or a reaction if they're about to get hit!). If you've got three Ankhegs in a fight, one can have a harder shell with resistance, one bursts out of the ground on a recharge, and one has a spiked shell that damages you if you hit it- what would have been a dull slugfest against three bags of HP now presents some tactical decisions, and a less bored DM! Banshees and ghosts are really great too, less of a one trick wonder than they were- I'm excited to run a banshee beyond the first round now! </p><p></p><p>-There is a little bit of "now the creature has an extra attack!", which is a bit dull and we could have thought of ourselves. But, one thing I really love is the creature using it's signature move as a bonus action rather than a full action- it lets the players see whats unique about the creature, but it still dishes out the damage from it's multi-attack that it needs to be a challenge. </p><p></p><p>-A lot of creatures have abilities that let them negate damage three times- a bit like "Legendary resistance" against fighters. The description of how the creatures do this is really cool- ghosts phase into the ethreal realm and come back, frost giants make an ice wall, etc. I think my players wouldn't enjoy this feature, but the descriptions are cool, so I'll mechanically make it like a "Shield" spell which will feel more fair to them. </p><p></p><p>-"Boss" creatures have a bonus action that lets a few of their minions use their reaction to attack- I like this quite a bit, because it'll make the players a bit more hesitant to just focus fire on the leader if they know two rounds worth of attacks are coming from the smaller ones. </p><p></p><p>I recommend it, good buy, with the caveat I haven't brought it to the table yet.</p></blockquote><p></p>
[QUOTE="jimmytheccomic, post: 7455082, member: 6875326"] I picked it up yesterday after reading this thread. Haven't had time to playtest it yet (obviously!), but I like it quite a bit! I'd say worth the price tag easily. A few notes: -The Balors are great! Lots of distinctive abilities for them. The Vampire, the Aboleth, the Rakshasha and the Beholder were also big stand outs for me. -New abilities are solid. Lots of auras, which I'm always a fan of. Aboleths are enslaving multiple people at a time, Beholders can move their antimagic beams on a reaction (brilliant, and obvious in hindsight!), Vampires charm as a bonus action (or a reaction if they're about to get hit!). If you've got three Ankhegs in a fight, one can have a harder shell with resistance, one bursts out of the ground on a recharge, and one has a spiked shell that damages you if you hit it- what would have been a dull slugfest against three bags of HP now presents some tactical decisions, and a less bored DM! Banshees and ghosts are really great too, less of a one trick wonder than they were- I'm excited to run a banshee beyond the first round now! -There is a little bit of "now the creature has an extra attack!", which is a bit dull and we could have thought of ourselves. But, one thing I really love is the creature using it's signature move as a bonus action rather than a full action- it lets the players see whats unique about the creature, but it still dishes out the damage from it's multi-attack that it needs to be a challenge. -A lot of creatures have abilities that let them negate damage three times- a bit like "Legendary resistance" against fighters. The description of how the creatures do this is really cool- ghosts phase into the ethreal realm and come back, frost giants make an ice wall, etc. I think my players wouldn't enjoy this feature, but the descriptions are cool, so I'll mechanically make it like a "Shield" spell which will feel more fair to them. -"Boss" creatures have a bonus action that lets a few of their minions use their reaction to attack- I like this quite a bit, because it'll make the players a bit more hesitant to just focus fire on the leader if they know two rounds worth of attacks are coming from the smaller ones. I recommend it, good buy, with the caveat I haven't brought it to the table yet. [/QUOTE]
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