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When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?
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<blockquote data-quote="Ilbranteloth" data-source="post: 7187687" data-attributes="member: 6778044"><p>Well, I certainly think there are a lot of monsters that would have benefitted from templates instead of straight stats. Many undead to start. </p><p></p><p>One thing 3e (and 4e) did well is to provide more tools for modifying monsters.</p><p></p><p>I don't have any issue with legendary actions in regards to PCs. The Round/Turn model combined with Action Economy pretty much requires something like lair and legendary actions to alter the normal model. Although since I've entirely eliminated rounds in my combat the legendary and lair actions simply become other actions they can take.</p><p></p><p>Having said that, they could have built them off of a bonus action/reaction model, and allowed more of each to higher level monsters (and also, potentially, higher level characters). Or they could just have a multiattack that allows all of those attacks. The main problem with that approach is that their entire turn is taken at the same time, instead of spread throughout the round. So for the solo monsters to work at all, it's pretty much needed. Also, 5e continues the model of fewer monsters in an encounter and a single initiative roll for all of them. So lair and legendary actions are a way to address the fact that the monsters all have the same initiative count.</p><p></p><p>While I appreciate the idea of monsters and NPCs using the same basic system as characters, most of the time it's too much and too complex. Having said that, it's not too difficult to come up with a few "standard" builds for different levels of different classes to add some additional abilities to them, particularly NPCs. The problem that usually arises with such a system, is that the DM has to be as proficient in using the different character abilities as the players. So simplified versions are often easier to manage.</p><p></p><p>That's not to say it can't be done. My players don't find my monsters boring, simple or otherwise, though. The approach used in VGtM (even if I don't like their particular content) to address common tactics is usually sufficient.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7187687, member: 6778044"] Well, I certainly think there are a lot of monsters that would have benefitted from templates instead of straight stats. Many undead to start. One thing 3e (and 4e) did well is to provide more tools for modifying monsters. I don't have any issue with legendary actions in regards to PCs. The Round/Turn model combined with Action Economy pretty much requires something like lair and legendary actions to alter the normal model. Although since I've entirely eliminated rounds in my combat the legendary and lair actions simply become other actions they can take. Having said that, they could have built them off of a bonus action/reaction model, and allowed more of each to higher level monsters (and also, potentially, higher level characters). Or they could just have a multiattack that allows all of those attacks. The main problem with that approach is that their entire turn is taken at the same time, instead of spread throughout the round. So for the solo monsters to work at all, it's pretty much needed. Also, 5e continues the model of fewer monsters in an encounter and a single initiative roll for all of them. So lair and legendary actions are a way to address the fact that the monsters all have the same initiative count. While I appreciate the idea of monsters and NPCs using the same basic system as characters, most of the time it's too much and too complex. Having said that, it's not too difficult to come up with a few "standard" builds for different levels of different classes to add some additional abilities to them, particularly NPCs. The problem that usually arises with such a system, is that the DM has to be as proficient in using the different character abilities as the players. So simplified versions are often easier to manage. That's not to say it can't be done. My players don't find my monsters boring, simple or otherwise, though. The approach used in VGtM (even if I don't like their particular content) to address common tactics is usually sufficient. [/QUOTE]
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When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?
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