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*Dungeons & Dragons
27th level Monster Conversions
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<blockquote data-quote="the Jester" data-source="post: 5034307" data-attributes="member: 1210"><p>Because it is badass as all hell. Also, since it vomits out all kinds of monsters, I figure it has to be tougher than them. Beyond that, I set monster levels pretty well arbitrarily, and often- if I decide, for instance, "Hey, I want my 10th level party to fight a (for example) cloud giant"- I'll just make another, lower-level version and call it a Young, Crippled, Hungry, Old, etc. Cloud Giant- something that justifies it being a lower-level version. 4e works great for this. Earlier editions were still tweakable in this way, but it was a little harder to justify in the context of the existing ruleset. (One of my favorites in 3e was using an ogre against a 1st level party of halflings; I made it work by advancing the ogre to venerable age and modifying its stats accordingly.)</p><p></p><p></p><p></p><p></p><p>I haven't gotten that far- I'll prolly end up doing several versions in several roles. Without really thinking about it, I'd say lurker, since it tends to hide under its massive heaps of treasure. </p><p></p><p></p><p></p><p>Dunno; maybe have a generic "monster minion" that is spews with a variable set of powers ("each deepspawn minion has one of the following: +1 to attacks, +1 damage, resist all 10, breath weapon (close blast 3; +x vs. Ref; x dmg), etc.). I used this approach with my Veteran Six-Fingered Hand Rabble (which modeled a mix of orcs, goblinoids, kobolds, lizardfolk, gnolls and ogres against a party in early paragon levels) and it worked pretty well, although it required a little more dm fiat or bookkeeping than was ideal.</p><p></p><p>Thanks for posting, I'll take a closer look at your deepspawn this evening (I need to get out of the house and go borrow a friend's shower before I do anything requiring focus- our hot water heater has been busted by frozen pipes and we've been waiting for parts for over a week now, ugh).</p></blockquote><p></p>
[QUOTE="the Jester, post: 5034307, member: 1210"] Because it is badass as all hell. Also, since it vomits out all kinds of monsters, I figure it has to be tougher than them. Beyond that, I set monster levels pretty well arbitrarily, and often- if I decide, for instance, "Hey, I want my 10th level party to fight a (for example) cloud giant"- I'll just make another, lower-level version and call it a Young, Crippled, Hungry, Old, etc. Cloud Giant- something that justifies it being a lower-level version. 4e works great for this. Earlier editions were still tweakable in this way, but it was a little harder to justify in the context of the existing ruleset. (One of my favorites in 3e was using an ogre against a 1st level party of halflings; I made it work by advancing the ogre to venerable age and modifying its stats accordingly.) I haven't gotten that far- I'll prolly end up doing several versions in several roles. Without really thinking about it, I'd say lurker, since it tends to hide under its massive heaps of treasure. Dunno; maybe have a generic "monster minion" that is spews with a variable set of powers ("each deepspawn minion has one of the following: +1 to attacks, +1 damage, resist all 10, breath weapon (close blast 3; +x vs. Ref; x dmg), etc.). I used this approach with my Veteran Six-Fingered Hand Rabble (which modeled a mix of orcs, goblinoids, kobolds, lizardfolk, gnolls and ogres against a party in early paragon levels) and it worked pretty well, although it required a little more dm fiat or bookkeeping than was ideal. Thanks for posting, I'll take a closer look at your deepspawn this evening (I need to get out of the house and go borrow a friend's shower before I do anything requiring focus- our hot water heater has been busted by frozen pipes and we've been waiting for parts for over a week now, ugh). [/QUOTE]
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