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4th Edition and the Immortals Handbook
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<blockquote data-quote="S'mon" data-source="post: 4438318" data-attributes="member: 463"><p>Hey Ltheb mate! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Krusty here, My last post as S'mon...I leave here in about an hour or so to get to the airport. Thanks to S'mon and Zander for a great 10 days. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>You guys are probably correct I'll leave that particular avenue alone for now.</p><p></p><p>Incidently I was thinking about rules for creatures relatively weaker than minions. Or in a roundabout way how large groups might function against really tough opponents (such as immortals).</p><p></p><p>This allows powerful characters/immortals to face off against a whole army but treat the army as one entity sort of thing.</p><p></p><p>I was thinking the three treatments might be:</p><p></p><p>Mob: 10 opponents...standard encounter</p><p>Army: 1000 opponents...elite encounter</p><p>Horde: 1,000,000 opponents...solo encounter</p><p></p><p></p><p></p><p>Fire away, I appreciate the advice.</p><p></p><p></p><p></p><p>As a sort of rule of thumb I was thinking that:</p><p></p><p>Minions: 2 powers</p><p>Standard Monsters: 4 powers</p><p>Elites: 6 powers</p><p>Solos: 8 powers</p><p></p><p>This may or may not be in addition to its basic attack.</p><p></p><p></p><p></p><p>I have a number of ideas along these lines, ranging from minor mechanical changes to a whole new statblock.</p><p></p><p></p><p></p><p>Surely this indirectly ties to party composition (a group of Warlords and Clerics can heal better than a typical party for instance). I mean the damage outputs are fairly well determined in the DMG. Elites could have a secondary attack that operates under certain circumstances.</p><p></p><p></p><p></p><p>Are you saying avoid Elite/Solo Lurkers then, or just keep them to a minimum? I can't imagine you are suggesting doctoring their hit points...?</p></blockquote><p></p>
[QUOTE="S'mon, post: 4438318, member: 463"] Hey Ltheb mate! :) Krusty here, My last post as S'mon...I leave here in about an hour or so to get to the airport. Thanks to S'mon and Zander for a great 10 days. :D You guys are probably correct I'll leave that particular avenue alone for now. Incidently I was thinking about rules for creatures relatively weaker than minions. Or in a roundabout way how large groups might function against really tough opponents (such as immortals). This allows powerful characters/immortals to face off against a whole army but treat the army as one entity sort of thing. I was thinking the three treatments might be: Mob: 10 opponents...standard encounter Army: 1000 opponents...elite encounter Horde: 1,000,000 opponents...solo encounter Fire away, I appreciate the advice. As a sort of rule of thumb I was thinking that: Minions: 2 powers Standard Monsters: 4 powers Elites: 6 powers Solos: 8 powers This may or may not be in addition to its basic attack. I have a number of ideas along these lines, ranging from minor mechanical changes to a whole new statblock. Surely this indirectly ties to party composition (a group of Warlords and Clerics can heal better than a typical party for instance). I mean the damage outputs are fairly well determined in the DMG. Elites could have a secondary attack that operates under certain circumstances. Are you saying avoid Elite/Solo Lurkers then, or just keep them to a minimum? I can't imagine you are suggesting doctoring their hit points...? [/QUOTE]
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