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5e Hardcore: Monster Manual
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<blockquote data-quote="dave2008" data-source="post: 7012732" data-attributes="member: 83242"><p>My son just started reading them. I plan to pick it up after him. I've seen the show, so now I wonder what unnecessary changes the made in the book<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p></p><p>It was an interesting thought and a perspective I had not considered, but I don't know if it was intentional. 4e had the same damage issues and no BA. I think it is simply a byproduct of an old philosophy making more sense when coupled with BA. However, some things that you didn't mention are healing and AC. As PCs get higher in level they not only have more HP, they also have access to higher AC (equipment, spells, or both), resistances, save bonuses, and greater healing. IMO, those resources so far out pace the damage done by monsters that it has to be adjusted. </p><p></p><p>Take the red dragon. The breathweapon is extremely deadly to low lvl characters (it is a "need not apply" type damage), but trivial for high level characters. If we bumped up the damage of the breathweapon it wouldn't change anything at low levels (deadly is deadly) and would just make higher levels more exciting. And that is what I want, more high level fun options (with this aspect of the project). From my perspective your philosophy is sacrificing high level fun for low level inclusion. This seems backward to me. There are not many high CR monsters. If these few monsters are too deadly for low level PCs that seems like much less of a sacrifice than making the few monsters of high CR so weak that your always having to use hordes of monsters to challenge a high level party.</p><p></p><p></p><p></p><p>Ya, I did this a while ago and when I revised it for this project it struck me as a bit odd as well. It was inspired by a picture of a marilith I found that was wielding several different types of weapons and at least on shield. It just seemed more versatile. In addition, I pictured wielding 4 swords and 2 shields with 2 bows strapped to its back. It would use the bows when it wasn't using its swords (or 1 bow and 2 swords). I guess I should have explained that better or just given it version of "dual wielder" instead of the shields. That would have been simpler and look better. Though I do like the synergy between shield bash and attacking prone targets.</p></blockquote><p></p>
[QUOTE="dave2008, post: 7012732, member: 83242"] My son just started reading them. I plan to pick it up after him. I've seen the show, so now I wonder what unnecessary changes the made in the book;) It was an interesting thought and a perspective I had not considered, but I don't know if it was intentional. 4e had the same damage issues and no BA. I think it is simply a byproduct of an old philosophy making more sense when coupled with BA. However, some things that you didn't mention are healing and AC. As PCs get higher in level they not only have more HP, they also have access to higher AC (equipment, spells, or both), resistances, save bonuses, and greater healing. IMO, those resources so far out pace the damage done by monsters that it has to be adjusted. Take the red dragon. The breathweapon is extremely deadly to low lvl characters (it is a "need not apply" type damage), but trivial for high level characters. If we bumped up the damage of the breathweapon it wouldn't change anything at low levels (deadly is deadly) and would just make higher levels more exciting. And that is what I want, more high level fun options (with this aspect of the project). From my perspective your philosophy is sacrificing high level fun for low level inclusion. This seems backward to me. There are not many high CR monsters. If these few monsters are too deadly for low level PCs that seems like much less of a sacrifice than making the few monsters of high CR so weak that your always having to use hordes of monsters to challenge a high level party. Ya, I did this a while ago and when I revised it for this project it struck me as a bit odd as well. It was inspired by a picture of a marilith I found that was wielding several different types of weapons and at least on shield. It just seemed more versatile. In addition, I pictured wielding 4 swords and 2 shields with 2 bows strapped to its back. It would use the bows when it wasn't using its swords (or 1 bow and 2 swords). I guess I should have explained that better or just given it version of "dual wielder" instead of the shields. That would have been simpler and look better. Though I do like the synergy between shield bash and attacking prone targets. [/QUOTE]
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