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D&D Older Editions, OSR, & D&D Variants
4e Monster List - Dwarven Nosepicker & Elven Butt Scratcher
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<blockquote data-quote="Wulf Ratbane" data-source="post: 4107682" data-attributes="member: 94"><p>I'm <em>pretty</em> sure I didn't say that's ALL they do.</p><p></p><p></p><p></p><p>Seriously, no it's not. </p><p></p><p>The mind flayer is CR8 and has 47 hit points. The tyrannosaurus is CR8 and has 180 hit points. There is much more at play than the "fighter-based" attributes of the monster. The mind flayer compensates because it has an effectively save-or-die, area of effect attack that lets it "act" (decisively so) against the whole party at once. It has "economy of action."</p><p></p><p></p><p></p><p>Average AC of CR12 creature: AC25</p><p>Average AC of CR16 creature: AC27</p><p></p><p>Average damage of CR12 creature: 18</p><p>Average damage of CR16 creature: 21</p><p></p><p>This is just the actual 3.5 data. Your anecdotal experience may vary.</p><p></p><p></p><p></p><p>Not exactly, no. In 4e this is largely true, because save or die effects are gone-- and what similar effects remain require more than simply winning initiative in the first round. 4e has moved to a much more "ablative" model of combat, which helps, but there are still exception-based abilities that make it hard for solo monsters to compete without giving them extra (re)actions. </p><p></p><p></p><p></p><p>Yep, that's the problem. An ogre is an ogre is an ogre. I'd like for him to make sense in a consistent way, whether he is the Solo boss for my 1st level party, or whether he is one of twenty faceless minions of Dirk Doomfist, 30th level blackguard. His abilities shouldn't change depending on the relative fighting strengths in any given scenario. </p><p></p><p>If Dirk Doomfist chooses Howdrowf the ogre from among his faceless minions, literally plucks him at random from his horde of goose-stepping ogre compatriots, and tells him to hunt down this low-level party he has a feeling might someday cause trouble, Howdrowf shouldn't suddenly get 5x as many hit points and a smattering of additional actions/reactions.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 4107682, member: 94"] I'm [i]pretty[/i] sure I didn't say that's ALL they do. Seriously, no it's not. The mind flayer is CR8 and has 47 hit points. The tyrannosaurus is CR8 and has 180 hit points. There is much more at play than the "fighter-based" attributes of the monster. The mind flayer compensates because it has an effectively save-or-die, area of effect attack that lets it "act" (decisively so) against the whole party at once. It has "economy of action." Average AC of CR12 creature: AC25 Average AC of CR16 creature: AC27 Average damage of CR12 creature: 18 Average damage of CR16 creature: 21 This is just the actual 3.5 data. Your anecdotal experience may vary. Not exactly, no. In 4e this is largely true, because save or die effects are gone-- and what similar effects remain require more than simply winning initiative in the first round. 4e has moved to a much more "ablative" model of combat, which helps, but there are still exception-based abilities that make it hard for solo monsters to compete without giving them extra (re)actions. Yep, that's the problem. An ogre is an ogre is an ogre. I'd like for him to make sense in a consistent way, whether he is the Solo boss for my 1st level party, or whether he is one of twenty faceless minions of Dirk Doomfist, 30th level blackguard. His abilities shouldn't change depending on the relative fighting strengths in any given scenario. If Dirk Doomfist chooses Howdrowf the ogre from among his faceless minions, literally plucks him at random from his horde of goose-stepping ogre compatriots, and tells him to hunt down this low-level party he has a feeling might someday cause trouble, Howdrowf shouldn't suddenly get 5x as many hit points and a smattering of additional actions/reactions. [/QUOTE]
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