Sadras
Legend
Again with monster complaints. It is like no one bothered to read what I posted upthread regarding modifying monsters, using terrain, weather and most importantly using the fluff.
More ideas.
1. Rest: Change up rest periods or possibility of rest. If rest is always possible, then PC's resource management and attrition (a big part of the game) is absent and will negatively affect combat encounters. Furthermore the ability to rest all the time negates recovery time needed to heal from ability loss and the like.
2. The "Plus": Remove the +1, +2, +3 from weapons and armour for obvious reasons.
3. Incorporeal Creatures: Have creatures that are incorporeal like the Banshee and Wraith (even the Shadow) bypass armour but not force protection).
4. A Case for Intelligence: Have intelligent monsters like red dragons and vampires act intelligently and viciously. Have them focus fire until they absolutely destroy their target, let them use all their legendary AND lair actions to kill that PC cleric. Why would they not? Stop being soft DMs and then complaining about how weak monsters are.
5. Drain other Resources: Have certain attacks (Banshee, Sorrow Bound or her Wail) drain Inspiration (or make it temporary unavailable) in addition to their standard damage.
Have a Succubus's Kiss drain Hit Dice in addition to damage or steal a Fighter's Action Surge, A Rogue's Cunning Action, a Wizard's Arcane Recovery, a Barbarian's Rage, a Druid's Wildshape, a Sorcerer's Sorcery Points...etc
6. Size Matters: Creatures two two sizes larger than the PCs, should automatically be able to shove with every successful attack.
7. Other Actions beside Full Attack: Disarm, Mass Grapple to Force the Restrained Condition, Weapon Length (long spears, halberds), Sundering Spell Foci, Trip should all be common place actions when multitude of minions are attacking the group besides your normal hack and slash actions.
8. Cursed Terrain / Lair Actions:
(a) Imagine fighting with a Wraith which has Sense Living while every round the area falls under the effects of a Darkness spell thereby keeping the casters busy burning up slots and actions trying to negate the Darkness.
(b) A Shambling Mound whose very accursed presence affects the area around it similarly to an Entanglement spell.
(c) A dragon graveyard that every once in a while bleeds out Phantasmal Killer effects.
9. Incorporate Degrees of Failure.
Fail that poison save by 5 or more, the poison lasts an additional round.
Fail that Swimming check by 5 or more, you gain 1 Level of Exhaustion.
Fail that Dragon Fear check by 5 or more, you have Disadvantage on your next check.
10. Other Effects. Arcane Maladies. Age. Memory Loss. Blindness. Deafness. Curses. Additional Flaws (personality characteristic). Scarring, Mutation....etc
More ideas.
1. Rest: Change up rest periods or possibility of rest. If rest is always possible, then PC's resource management and attrition (a big part of the game) is absent and will negatively affect combat encounters. Furthermore the ability to rest all the time negates recovery time needed to heal from ability loss and the like.
2. The "Plus": Remove the +1, +2, +3 from weapons and armour for obvious reasons.
3. Incorporeal Creatures: Have creatures that are incorporeal like the Banshee and Wraith (even the Shadow) bypass armour but not force protection).
4. A Case for Intelligence: Have intelligent monsters like red dragons and vampires act intelligently and viciously. Have them focus fire until they absolutely destroy their target, let them use all their legendary AND lair actions to kill that PC cleric. Why would they not? Stop being soft DMs and then complaining about how weak monsters are.
5. Drain other Resources: Have certain attacks (Banshee, Sorrow Bound or her Wail) drain Inspiration (or make it temporary unavailable) in addition to their standard damage.
Have a Succubus's Kiss drain Hit Dice in addition to damage or steal a Fighter's Action Surge, A Rogue's Cunning Action, a Wizard's Arcane Recovery, a Barbarian's Rage, a Druid's Wildshape, a Sorcerer's Sorcery Points...etc
6. Size Matters: Creatures two two sizes larger than the PCs, should automatically be able to shove with every successful attack.
7. Other Actions beside Full Attack: Disarm, Mass Grapple to Force the Restrained Condition, Weapon Length (long spears, halberds), Sundering Spell Foci, Trip should all be common place actions when multitude of minions are attacking the group besides your normal hack and slash actions.
8. Cursed Terrain / Lair Actions:
(a) Imagine fighting with a Wraith which has Sense Living while every round the area falls under the effects of a Darkness spell thereby keeping the casters busy burning up slots and actions trying to negate the Darkness.
(b) A Shambling Mound whose very accursed presence affects the area around it similarly to an Entanglement spell.
(c) A dragon graveyard that every once in a while bleeds out Phantasmal Killer effects.
9. Incorporate Degrees of Failure.
Fail that poison save by 5 or more, the poison lasts an additional round.
Fail that Swimming check by 5 or more, you gain 1 Level of Exhaustion.
Fail that Dragon Fear check by 5 or more, you have Disadvantage on your next check.
10. Other Effects. Arcane Maladies. Age. Memory Loss. Blindness. Deafness. Curses. Additional Flaws (personality characteristic). Scarring, Mutation....etc