Fifth Element
Legend
It does, doesn't it? So if it's fine for humans (or dwarves or elves) to have different hit points based on their class or what have you, then why isn't it all right for ogres to have the same?Sounds about right.
It does, doesn't it? So if it's fine for humans (or dwarves or elves) to have different hit points based on their class or what have you, then why isn't it all right for ogres to have the same?Sounds about right.
I've tried to stay out of this thread since the mod warning, but wouldn't this also increase the AC, "saves" (Fort, Reflex, and Will defense), attack, etc. of the creature? And, if one wanted merely "same HP and sneaky", isn't that an unwanted side effect?A sneakier ogre can have more hp than a brutish one if you like; it's just that it will be higher level (because having the same number of hp, plus sneakiness, makes a monster tougher, and toughness is described by level).
Not automaticaaly, no. You could build a lurker of slightly higher level than the brute with higher than average HPs and lower than average defences - job done. You could even make it so that the defences and HPs happened to be the same as the lower level brute. As I said earlier (in this thread? I'm getting confused with them all...), monster role isn't a hard and fast set of prescriptions for statistics - it's an attempt to give a framework to guide power assessment and coherent combat capability. Nothing else. Non-combat powers and characteristics are handled outside the stat block*.I've tried to stay out of this thread since the mod warning, but wouldn't this also increase the AC, "saves" (Fort, Reflex, and Will defense), attack, etc. of the creature?
Similarly, I expect a human fighter will have a d10 or d12 hit die and a human wizard a d4 or a d6. But that's all right, is it?
It does, doesn't it? So if it's fine for humans (or dwarves or elves) to have different hit points based on their class or what have you, then why isn't it all right for ogres to have the same?
But, if you approach it this way, doesn't that make it slightly more prescriptive?Not automaticaaly, no. You could build a lurker of slightly higher level than the brute with higher than average HPs and lower than average defences - job done. You could even make it so that the defences and HPs happened to be the same as the lower level brute. As I said earlier (in this thread? I'm getting confused with them all...), monster role isn't a hard and fast set of prescriptions for statistics - it's an attempt to give a framework to guide power assessment and coherent combat capability. Nothing else. Non-combat powers and characteristics are handled outside the stat block*.
*: and, as an aside, I prefer it this way, as it means that combat roles and non-combat roles can be mixed-and-matched.
Then, as Balesir said, tweak it a bit. If you're very concerned about the maths, you can do the calculations fairly easily (balancing hp across defences across damage). More likely, you can do it by intuition, or by comparing it to a published monster or two (if you trust that those monsters have been playtested and proven).I've tried to stay out of this thread since the mod warning, but wouldn't this also increase the AC, "saves" (Fort, Reflex, and Will defense), attack, etc. of the creature? And, if one wanted merely "same HP and sneaky", isn't that an unwanted side effect?
Not really. What's the difference between taking an ogre and adding on 6 levels of thief, or building a 10th level (or whatever) lurker ogre? Either way you're going to end up with an ogre with fewer hit points but better backstabbing than an ogre built with 6 levels of fighter or built as a 10th level brute.I'm fine giving ogres class levels to customize them in that way. I'm fine giving other creatures class levels to define them in those ways.
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Now on top of that if they give me some way to scale these creatures
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That is my thought process everyone I hope that makes things clearer.
Not really. What's the difference between taking an ogre and adding on 6 levels of thief, or building a 10th level (or whatever) lurker ogre? Either way you're going to end up with an ogre with fewer hit points but better backstabbing than an ogre built with 6 levels of fighter or built as a 10th level brute.
I'm pretty much okay with this approach to monster design, but not necessarily to monster labeling. We seem to be talking about both, though, so let's say I don't disagree.Then, as Balesir said, tweak it a bit. If you're very concerned about the maths, you can do the calculations fairly easily (balancing hp across defences across damage). More likely, you can do it by intuition, or by comparing it to a published monster or two (if you trust that those monsters have been playtested and proven).
Right. Then you can label a monster as "stealthy" or something, but if it has actual stealth powers, maybe label is as a "lurker" or something.If you think just adding a Stealth bonus to your monster doesn't change it's level at all, because it doesn't change it's combat prowess, then that's fine too (like the Nightcrawler I mentioned upthread).
Depends on what you're trying to build. Some people like the idea of a creature with a big Fort bonus, but a small Will or Reflex bonus (think ogres as common, elephants as uncommon). I like things a bit closer together, but that's my preference. I'm not sure how often this comes up for other people, but I'd guess often enough for it to be a concern. As always, play what you likeIf it's crucial to your monster concept that an attack against Reflex from a typical PC of the same level can hit it on a 6 (on d20) but an attack against Fortitude can hit it only on a 16 (on d20) then you're certainly pushing the limits of the 4e monster building guidelines, and 4e play more generally. How often is this going to come up?
I think this is incorrect, honestly. You don't have to assign a role before designing a creature. I could go through the 3.5 MM right now and describe them via a "role" if I wanted to, and many would be one role, some would be two, some would be more.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.