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5e EPIC MONSTER UPDATES
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<blockquote data-quote="CapnZapp" data-source="post: 6905397" data-attributes="member: 12731"><p>If you happen to be open to more revisions of your design decisions, I would respectfully ask that you reconsider your epic bonuses. </p><p></p><p>The 5E monster model has several deficiences, but that even epic monsters can be hit at least-semiregularly by a high-level fighter with a semihumble +1 weapon is not one of them. I can certainly sympathize with the desire to make something like a Demon Lord need a "more magical" weapon, but your requirements are out of scope for 5th Edition. If Magic Weapon cast at 6th level (producing a +3 weapon) isn't enough, the game can't handle your stats. One possible idea would be to require a combination that is unusual to the point of being rare, but still possible to achieve with the rules of the PHB. For instance, requirements such as "a +2 radiant weapon" that can be achieved by, for instance, a 5th level Magic Weapon combined with Divine Favor. (Or any other number of combinations that are possible within RAW). </p><p></p><p>I find that while I am attracted to your versions much more than the official ones, the main reason is that you have (quite brilliantly I might add) handed out the necessary abilities epic monsters should and must have. Area attacks. Mobility options. Battlefield control spells.</p><p></p><p>But all the rules-overhead of requiring especially magic weapons, sky-high AC and other bonuses, is not needed and in fact makes it mandatory to play the game in a decidedly 3E/d20 way. For my purposes those rules are an obstacle, a throw-back to an earlier era, a legacy way of thinking. Not that this is bad.... it's just not as <em>directly useful</em> as it could have been <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>Especially since just making sure the monster has sufficient hit points (very roughly: double that of the official monsters) is all you need in that department. I know I have asked for this before, but now I do it with actual play experience: I don't want to switch paradigms when I reach the top levels, and suddenly hand out significantly more significantly more powerful items.</p><p></p><p>I know you have said you prefer the gods to be essentially untouchable, and I can't argue with that. But what I can say is: it's a shame your statblocks become mere curiosities. Battling gods and demon lords is part of D&D, and your statblocks are simply unattainable by heroes brought up to high level by official modules.</p><p></p><p>If I can instead offer a suggestion where your experience really is needed, there is one rules area that really needs some development: legendary saves. I would much prefer that my monsters doesn't "cheat", but instead aren't taken down by a single failed save. Somehow.</p><p></p><p></p><p>In the hopes you interpret my efforts in writing this as support and encouragement,</p><p>Zapp</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6905397, member: 12731"] If you happen to be open to more revisions of your design decisions, I would respectfully ask that you reconsider your epic bonuses. The 5E monster model has several deficiences, but that even epic monsters can be hit at least-semiregularly by a high-level fighter with a semihumble +1 weapon is not one of them. I can certainly sympathize with the desire to make something like a Demon Lord need a "more magical" weapon, but your requirements are out of scope for 5th Edition. If Magic Weapon cast at 6th level (producing a +3 weapon) isn't enough, the game can't handle your stats. One possible idea would be to require a combination that is unusual to the point of being rare, but still possible to achieve with the rules of the PHB. For instance, requirements such as "a +2 radiant weapon" that can be achieved by, for instance, a 5th level Magic Weapon combined with Divine Favor. (Or any other number of combinations that are possible within RAW). I find that while I am attracted to your versions much more than the official ones, the main reason is that you have (quite brilliantly I might add) handed out the necessary abilities epic monsters should and must have. Area attacks. Mobility options. Battlefield control spells. But all the rules-overhead of requiring especially magic weapons, sky-high AC and other bonuses, is not needed and in fact makes it mandatory to play the game in a decidedly 3E/d20 way. For my purposes those rules are an obstacle, a throw-back to an earlier era, a legacy way of thinking. Not that this is bad.... it's just not as [I]directly useful[/I] as it could have been :) Especially since just making sure the monster has sufficient hit points (very roughly: double that of the official monsters) is all you need in that department. I know I have asked for this before, but now I do it with actual play experience: I don't want to switch paradigms when I reach the top levels, and suddenly hand out significantly more significantly more powerful items. I know you have said you prefer the gods to be essentially untouchable, and I can't argue with that. But what I can say is: it's a shame your statblocks become mere curiosities. Battling gods and demon lords is part of D&D, and your statblocks are simply unattainable by heroes brought up to high level by official modules. If I can instead offer a suggestion where your experience really is needed, there is one rules area that really needs some development: legendary saves. I would much prefer that my monsters doesn't "cheat", but instead aren't taken down by a single failed save. Somehow. In the hopes you interpret my efforts in writing this as support and encouragement, Zapp [/QUOTE]
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