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<blockquote data-quote="timbannock" data-source="post: 4493235" data-attributes="member: 17913"><p>I've redone the monsters for Lost City of Barakus (Necromancer Games) and recently started Red Hand of Doom (WoTC) in 4e style but using 3e rules.</p><p></p><p>The main changes were that I maxed out PC hit points as they level up, and also generally go with max HP for the badguys. Or, if they are weaklings meant to be killed, I turn them into minions. I also have used solos and elites, wherein I just maxed their HP and then added another amount (often equal to Con score, Con score x2, or nearly doubling their maxed out HP).</p><p></p><p>I generally make really weak enemies get an extra bonus or two to attack, just so they can actually hit my PCs (my PCs are good at building high AC characters).</p><p></p><p>Beyond that, it's a matter of eyeballing the enemies' attacks and spells and special abilities, and simplifying them into a smaller set of abilities.</p><p></p><p>By way of example: my spellcasters get their spell list axed big time. But, I add in any spells that are buffs right into their statblock and then forget about it. So if they have mage armor, I don't write it down, I just recalc their AC approrpriately. Same with Bull's Str and all that jazz.</p><p></p><p>Next, I figure out what are the 3-5 spells (and/or magic items w/ special properties, like potion of fly, wand of magic missile, etc.) that really make this enemy unique/dangerous/feel different/fun to play. Then I just go about writing those up in a 4e style way, but staying true (mostly) to 3e style rules. Some items I don't do this with (cure potions, some scrolls), I just leave them in the equipment section in case I might use them.</p><p></p><p>Examples: </p><p></p><p>Hobgoblins</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" />Mwk Longsword (standard; at-will)</p><p>+6 melee; 1d8+2/19-20 damage.</p><p></p><p></p><p>Doom Hand Cleric</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" />Hold Person (standard; encounter)</p><p>Range 20. Target must make a Will DC 15 or be paralyzed for 3 rounds (save ends).</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" />Spiritual Weapon (standard; encounter)</p><p>Range 10; Duration 3 rounds. +4 melee; 1d8+1 force damage. Move action to redirect to a new target.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" />Summon Monster III (standard; encounter)</p><p>Range 8; Duration 3 rounds. Summons a Hell Hound.</p><p></p><p>Invisibility (immediate; encounter)</p><p>At start of combat. Becomes invisible until he attacks or casts a spell.</p><p></p><p></p><p>Uth-lar, Hobgoblin Bladebearer</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Whirling Dervish (full-round; at-will)</p><p>Make 2 Shortsword attacks at +7 melee.</p><p></p><p>Artful Riposte (immediate; after using the Whirling Dervish power)</p><p>Uth-lar negates the next melee attack that successfully hits him.</p><p></p><p></p><p>Wyrmlord Koth, Bugbear Sorcerer</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" />Mwk Morningstar (standard; at-will)</p><p>+9 melee; 1d8+3 damage.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" />Magic Missile Wand (standard; at-will)</p><p>2d4+2 damage.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Vampiric Attack (full-round; recharge 6)</p><p>+9 melee; 1d8+3 damage plus target must make a Fort DC 14 or be dazed for 1 round. Koth regains HP equal to the amount of damage dealt.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Lightning Bolt (standard; recharge 6)</p><p>Line 24 squares; 6d6 electricity damage, Reflex DC 15 for half.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Blindness (standard; encounter)</p><p>Range 12; target becomes blind permanently, Fort DC 14 to negate.</p><p></p><p>Flight (standard to trigger; encounter)</p><p>Koth quaffs his potion of fly and gains Speed fly 12 (average).</p><p></p><p></p><p></p><p>I've playtested this a bit so far and it seems to work. Encounters have been on the whole a round or three longer, but more interesting and much easier to run. I think my view is slanted because most of the monsters are already made, so I just copy in the stuff I want, make an alteration here and there, and then I'm done. It may be harder to build from the ground up this way.</p><p></p><p>Oh, and it's worth noting that I do throw in the occasional 4e-style "racial ability" like the Kobolds getting a free shift, and/or abilities that push or pull (usually if a creature had Awesome Blow, it gets a push). Smite becomes a basic melee attack that recharges on a 5 or 6.</p><p></p><p>Sorry if this is all randomly (dis)organized, but there you have it!</p></blockquote><p></p>
[QUOTE="timbannock, post: 4493235, member: 17913"] I've redone the monsters for Lost City of Barakus (Necromancer Games) and recently started Red Hand of Doom (WoTC) in 4e style but using 3e rules. The main changes were that I maxed out PC hit points as they level up, and also generally go with max HP for the badguys. Or, if they are weaklings meant to be killed, I turn them into minions. I also have used solos and elites, wherein I just maxed their HP and then added another amount (often equal to Con score, Con score x2, or nearly doubling their maxed out HP). I generally make really weak enemies get an extra bonus or two to attack, just so they can actually hit my PCs (my PCs are good at building high AC characters). Beyond that, it's a matter of eyeballing the enemies' attacks and spells and special abilities, and simplifying them into a smaller set of abilities. By way of example: my spellcasters get their spell list axed big time. But, I add in any spells that are buffs right into their statblock and then forget about it. So if they have mage armor, I don't write it down, I just recalc their AC approrpriately. Same with Bull's Str and all that jazz. Next, I figure out what are the 3-5 spells (and/or magic items w/ special properties, like potion of fly, wand of magic missile, etc.) that really make this enemy unique/dangerous/feel different/fun to play. Then I just go about writing those up in a 4e style way, but staying true (mostly) to 3e style rules. Some items I don't do this with (cure potions, some scrolls), I just leave them in the equipment section in case I might use them. Examples: Hobgoblins :bmelee:Mwk Longsword (standard; at-will) +6 melee; 1d8+2/19-20 damage. Doom Hand Cleric :ranged:Hold Person (standard; encounter) Range 20. Target must make a Will DC 15 or be paralyzed for 3 rounds (save ends). :ranged:Spiritual Weapon (standard; encounter) Range 10; Duration 3 rounds. +4 melee; 1d8+1 force damage. Move action to redirect to a new target. :ranged:Summon Monster III (standard; encounter) Range 8; Duration 3 rounds. Summons a Hell Hound. Invisibility (immediate; encounter) At start of combat. Becomes invisible until he attacks or casts a spell. Uth-lar, Hobgoblin Bladebearer :melee: Whirling Dervish (full-round; at-will) Make 2 Shortsword attacks at +7 melee. Artful Riposte (immediate; after using the Whirling Dervish power) Uth-lar negates the next melee attack that successfully hits him. Wyrmlord Koth, Bugbear Sorcerer :bmelee:Mwk Morningstar (standard; at-will) +9 melee; 1d8+3 damage. :ranged:Magic Missile Wand (standard; at-will) 2d4+2 damage. :melee: Vampiric Attack (full-round; recharge 6) +9 melee; 1d8+3 damage plus target must make a Fort DC 14 or be dazed for 1 round. Koth regains HP equal to the amount of damage dealt. :ranged: Lightning Bolt (standard; recharge 6) Line 24 squares; 6d6 electricity damage, Reflex DC 15 for half. :ranged: Blindness (standard; encounter) Range 12; target becomes blind permanently, Fort DC 14 to negate. Flight (standard to trigger; encounter) Koth quaffs his potion of fly and gains Speed fly 12 (average). I've playtested this a bit so far and it seems to work. Encounters have been on the whole a round or three longer, but more interesting and much easier to run. I think my view is slanted because most of the monsters are already made, so I just copy in the stuff I want, make an alteration here and there, and then I'm done. It may be harder to build from the ground up this way. Oh, and it's worth noting that I do throw in the occasional 4e-style "racial ability" like the Kobolds getting a free shift, and/or abilities that push or pull (usually if a creature had Awesome Blow, it gets a push). Smite becomes a basic melee attack that recharges on a 5 or 6. Sorry if this is all randomly (dis)organized, but there you have it! [/QUOTE]
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