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<blockquote data-quote="Fanaelialae" data-source="post: 5110985" data-attributes="member: 53980"><p>You could try winging it in 4e. I've had good success with it in the past, something I admittedly never really managed in 3e. YMMV, of course.</p><p></p><p>The simplest method is simply to select 5-10 level appropriate creatures from the MM and then reskin as necessary/desired. Even minor changes, such as raising Fortitude by 2 and dropping Reflex by the same, can have a significant effect on how the players perceive a creature. You could use the above to reskin a wolf into a crocodile by simply adding a swim speed and changing the description. Instead of describing wolf pack tactics, you have a pair of crocs fighting over their prey (to the same effect). If you want to get fancy, when one croc knocks the player prone have the other grab him and attempt to drag him under next round. You could even make the grab attack an at-will that deals damage on the fly.</p><p></p><p>Terrain is easy to make up if you're used to winging it, IME. Presumably, you already have experience doing this in earlier editions. Just toss out whatever you deem appropriate to the scenario, and sooner than later you should get a feel for what works well and what doesn't. Just don't get discouraged if you occasionally make a mistake. You can use the values on page 42 if you need an appropriate damage range.</p><p></p><p>If you really want to wing it, what you could do (rather than reskinning) is use DMG pages 184-185. For example, if your players are level 5, you could just jot down the following:</p><p></p><p>Init: +6</p><p>HP: 63 (Bloodied 31)</p><p>AC: 19</p><p>NADs: 17</p><p>Att vs AC: +10</p><p>Att vs NAD: +8</p><p>Dmg: 1d6+4 - 2d8+4/ Limited: 3d6+4 - 3d10+4</p><p>Ability mod./ Skill (Untrained): +4</p><p></p><p>That's a rough sketch of a level 5 skirmisher (I consider skirmishers the most average of roles). You now have a template for creating almost any kind of level 5 creature you can imagine, just tweak the numbers as needed. For example, double hp when creating an elite, or quadruple for a solo. Soldiers get +2 to attack rolls vs AC and AC def. And so forth...</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5110985, member: 53980"] You could try winging it in 4e. I've had good success with it in the past, something I admittedly never really managed in 3e. YMMV, of course. The simplest method is simply to select 5-10 level appropriate creatures from the MM and then reskin as necessary/desired. Even minor changes, such as raising Fortitude by 2 and dropping Reflex by the same, can have a significant effect on how the players perceive a creature. You could use the above to reskin a wolf into a crocodile by simply adding a swim speed and changing the description. Instead of describing wolf pack tactics, you have a pair of crocs fighting over their prey (to the same effect). If you want to get fancy, when one croc knocks the player prone have the other grab him and attempt to drag him under next round. You could even make the grab attack an at-will that deals damage on the fly. Terrain is easy to make up if you're used to winging it, IME. Presumably, you already have experience doing this in earlier editions. Just toss out whatever you deem appropriate to the scenario, and sooner than later you should get a feel for what works well and what doesn't. Just don't get discouraged if you occasionally make a mistake. You can use the values on page 42 if you need an appropriate damage range. If you really want to wing it, what you could do (rather than reskinning) is use DMG pages 184-185. For example, if your players are level 5, you could just jot down the following: Init: +6 HP: 63 (Bloodied 31) AC: 19 NADs: 17 Att vs AC: +10 Att vs NAD: +8 Dmg: 1d6+4 - 2d8+4/ Limited: 3d6+4 - 3d10+4 Ability mod./ Skill (Untrained): +4 That's a rough sketch of a level 5 skirmisher (I consider skirmishers the most average of roles). You now have a template for creating almost any kind of level 5 creature you can imagine, just tweak the numbers as needed. For example, double hp when creating an elite, or quadruple for a solo. Soldiers get +2 to attack rolls vs AC and AC def. And so forth... [/QUOTE]
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