D&D 4E Hints on Sandboxing with 4e?

I have MM3. Is there a handy worksheet or something to help me MM3-ise the MM1-2 monsters?

What would be ideal would be for the DDI Monster Builder to have a button to MM3-ise the older monsters. I don't have a current DDI subscription - is there anything like that in the current version of the Monster Builder?
I agree Simon, wizards are really slacking with the DDI subscription, it really should have a more useful encounter builder mechanic together with adjustments of MM1/MM2 monsters to match the MM3 pattern.
I think at the moment they are just collecting the subscriptions and really not doing much to justify it. :.-(
SteveV
 

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Yes, by far the most grindy fights IMC have been with higher-level Soldiers - those Ettins, or the young Red Dragon. I'm thinking a fairly easy solution might be to use Monster Builder to turn most Soldiers into Skirmishers or Brutes.
You could extend use of the 'take damage to remove an effect' mechanic. This would make use of the extra HP, giving high HP monsters an advantage, while also making those HP disappear faster.

Oh, btw, It doesn't bother me which system is played. I like the additional options given by some systems, but the story is the important part.
 
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I agree Simon, wizards are really slacking with the DDI subscription, it really should have a more useful encounter builder mechanic together with adjustments of MM1/MM2 monsters to match the MM3 pattern.
I think at the moment they are just collecting the subscriptions and really not doing much to justify it. :.-(
SteveV

Hi Steve! I guess the answer to my question is "No", then. :.-(

Currently I'm leaning towards using 1e/OSRIC for the new Wilderlands game, but use the good hints & tips I'm getting off this thread for the continuing 4e Vault of Larin Karr campaign which should run in alternate seasons. 1e has the advantage of being a breeze to GM, at least for me - it's loose enough that I can just discard whatever bits I don't like.
 

Fwiw, the new damage numbers are talked about a lot in this thread. In particular, this post has a new damage chart that should serve you well.

Personally, I just make average damage = 8+Level, +25% for Brute or Limited, +50% for Brute Limited, halved for minions. (Well, before I then run some more in depth math and tweak further, but that's a great baseline)
 


I have MM3. Is there a handy worksheet or something to help me MM3-ise the MM1-2 monsters?

What would be ideal would be for the DDI Monster Builder to have a button to MM3-ise the older monsters. I don't have a current DDI subscription - is there anything like that in the current version of the Monster Builder?
MM2: Double the base static (as opposed to rolled or ongoing) damage.

MM1: No. At least not until Essentials comes out - which should handle the archetypal monsters.

Higher level soldiers are something I take care to avoid. And minionising wouldn't be changing by four levels. It would be at least eight (which would give the monsters +8 more to hit and defences) to keep the exps constant. This only causes problems with autodamage such as Orbmaster's Incendiary Detonation as the difference in to hit and damage rolls is massive.

Edit: And poor Ochim was only level 3 when the hill giant hit him - on the roll of a 4. Ouch. For some reason he decided the goblin sharpshooters made better targets.
 
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4e clearly wasn't focused on enabling sandbox play, so you'll need to do more thinking, but it should work fine eventually. Something I find mildly aggrevating is the lack of guidance on skill DC's. Most skill DC's are easy/medium/hard - which is an inherently relative scaling, so you'll need to make up some more absolute scale here. This is a bit of work, but it's doable. You can make use of another game to help here, too.

Also, I think MM3 monsters still don't deal enough damage :-). And they have too many hitpoints. In sandbox play that's particularly annoying because gameplay is focused more on scouting and choices and less on combat; that means combats need to be resolved quicker - hence you want more damage and fewer hitpoints for monsters (this may make minions too powerful).

I don't think the 5-minute adventuring day is really a problem. There's still an incentive to save dailies since you never know; and in any case, 3e has this issue much more. And isn't it merely believable and reasonable that a party is more competent and strong if they have just one combat a day than if they have 10? In a sandbox, this works perfectly - they can move quickly through less dangerous regions, or choose to rest extensively after each combat in more dangerous regions. More flexibility - good!

Another issue you'll want to be aware of is that escaping and scouting are harder in 4e. Stuff like dimension door simply don't exist, and Wind Walk and kin are also hard to get. In 3e, monsters moved quickly in combat, but out of combat (and while escaping), most PC's had the upper hand. In 4e, it's hard for a PC to escape. A few good ideas and some preparation can work wonders here - for that matter, there's no reason you can't reintroduce some of the old staples. An Elixir of invisibility lasts for long enough to escape, and blindsight and kin are fairly rare. An exodus knife could provide a safe refuge until the horde of goblins passes. You could choose to include spells from other games as in-combat rituals to help escaping.

You should also have an idea of how you expect them to scout. Stealth is quite risky, particularly without and adequate means of escape. Divination is often expensive, useless, or unknown. That's probably intentional, permitting the DM to not have to be aware of all the various tricks PC's can use to bypass a BBEG's defenses (so no more 115 abjurations needed to avoid the scry-teleport-instakill of 3.5), but you can of course feel free to add such abilities back into the game. Familiars work particularly well as scouts. Some (such as the cat) don't have a range limit, and you could house rule the range limit to be higher than usual.

If you have some reasonable consistent skill DC's, enable scouting and escaping, and finally keep combats a little quicker than 4e default, then 4e should work excellently as a basis for a sandbox game - better than 3e or 2e in the sense that on-the-fly challenges are easier to run.
 

I have MM3. Is there a handy worksheet or something to help me MM3-ise the MM1-2 monsters?

What would be ideal would be for the DDI Monster Builder to have a button to MM3-ise the older monsters. I don't have a current DDI subscription - is there anything like that in the current version of the Monster Builder?

1) Damage expressions are now different. Average damage of single target at-will attacks = level + 8. Add 25% if brute or encounter power, take off 25% if an area power.

2) Brutes gain +2 to attack.

3) Soliders lose -2 to attack.

4) Controllers are now +3 vs. NADs instead of +4.

5) Artillery have +5 vs. AC and +3 vs. NADs

6) Elites and solos no longer gain bonuses to their defenses.

7) Elites should at least have a double attack or something similar

8) Solos need more damage and ways to defend against daze and stun.

9) Solos are at 4x hit points at all times, not only at heroic

There is no button per say, but it is quite quick. Especially the damage and to hit parts take mere seconds.
 



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