Adding +2 to Monsters "to hit" felt good!

Rhenny

Adventurer
Here is a playtest log I posted on the WoTC boards. So if you read it there sorry for the repeat.

For this playtest session (only 1.5 hours) I wanted to test what would happen if I added +2 to monster hit scores. In our last session, the monsters seemed a bit too inaccurate.

Since we only had a short time, and only a few players were available, I used Orcs to test the PCs and I ran an improvised prelude to Reclaiming Blingdenstone.

Here’s what happened:

The party met with a reliable contact who gave them a letter from a deep gnome named Briddick. The deep gnome’s letter told of a once great city in the Underdark, Blingdenstone, and implored the adventurers to meet with him near the great tree grotto 3 miles into the wilderness. He drew a rough map for the party to follow. In the letter, he told them that they would see an amazing world beneath the realms if they were to accompany him back to Blingdenstone. The deep gnomes needed their help, urgently.

The party decided to meet Briddick. The wizard told the party about the drow and their conquests in the Underdark. He envied their magic, but feared their ruthlessness. He also told the group what he knew about Blingdenstone. The halfling, always curious and ready for adventure, was keen to see a “new world.” The fighter’s heart went out to the deep gnomes. He wanted a chance to protect and help rebuild the once great city. The cleric of Pelor was eager to bring the light of Pelor to the darkest caverns.

When the party arrived at the great tree grotto, they saw the gray-skinned gnome propped up against a rock, beckoning them forward. After introductions, the gnome told them that he could take them to Blingdenstone, but they would have to wind their way down through dangerous territory. The group was ready, so they descended into a crevice in the grotto. After traveling for hours, the gnome signaled that he saw an Orc patrol up ahead. The group doused their light (light spell cast on the figher’s longsword), and felt along the walls to get a little closer to the Orcs. Luckily, they were quiet enough. Then, the magic user cast light on one of the rogue’s daggers and the rogue threw it up ahead to try to attract the Orc’s attention. The Orcs saw the light from the dagger and congregated near the item. The party attacked from surprise simultaneously. The wizard and the fighter ran up together. The wizard used burning hands to kill 1 and injure 2 orcs. The fighter stood by his side to protect him. Then he threw a throwing axe at one of the injured orcs, knocking him to the ground for good. The battle continued another round, but the party was able to vanquish the 4 orcs without getting damaged. (The fighter used his protector die to block on attack vs. the wizard absorbing 6 of 6 damage).

With keen ears, the rogue and the fighter could hear the sound of reinforcements marching up from the east, so Briddick told the group to follow him and run west to the next crevice. The gnome deftly leaped the 12’ crevice, followed by the rogue and the wizard. The cleric slipped a bit, but was able to grab the other side of the crevice and the gnome helped him up. The fighter also slipped, but the others helped him scramble up to his feet.

Just as the group brushed themselves off and the gnome pointed to the north, 4 more orcs appeared from a tunnel to the southeast. 2 of the orcs fired arrows and moved for cover behind boulders. 2 orcs ran forward to attack the party. The group moved toward the north, and the fighter stayed his ground between the party and the advancing orcs. The group was able to make it back to the north area just 30’ from the fighter. There, the gnome pushed aside some rocks and revealed a hole that went down into more darkness. He said this was the way to Blingdenstone. The party would have run for it, but the 4 orcs focused attention on the defending fighter. He was missed by arrows, but both orcs in melee delivered nasty longsword gashes. The fighter was able to partially parry the first gash, but the 2nd one took him down. Realizing that the group could not leave the fallen fighter, the cleric used his divine channeling to heal the fighter’s wounds. Then the rogue stepped beside the fighter to fight the 2 orcs. After a few rounds, 3 of the 4 orcs lay dying, and the party could run to the hole and climb down. As they descended, the gnome told them to try to move some of the boulders to make it harder for orcs to climb down. The fighter was strong enough to help, and the rogue used his skill with traps to prop up smaller rocks that would act as marbles/loose footing if the orcs tried to pursue.

Then, Briddick told the group to run. If they made it to Blingdenstone, they could definitely lose the orcs when the got to the maze. The group followed Briddick, who guided them safely through the main doors and the maze. Briddick told the party that they were free to explore their once great city, and meet with his brothers and sisters. He told them that each cavern was once a wonderful place in Blingdenstone, and there is a lot the adventurers can do to help them reclaim their city.

Comments;

The added accuracy of the Orcs felt much better. The fighter was actually in danger, but he was able to play the hero and soak up some attacks vs. the wizard and vs. himself. He was able to roleplay the protector, but he also felt vulnerable. The orcs did actually try to hit the halfling rogue a few times, but missed both times. They never got a chance to attack the cleric.

In this small scenario, the party killed 7 orcs and ran from 1. They realized that more were on their way, so they were wise to run. All totaled, the Wizard used 1 spell slot (and would have gone down if the fighter didn't protect him), the cleric used his divine channeling healing. The fighter went down to -6 hp and was revived early the next round. This felt more to our liking. You may notice that some of the orcs attacked with longswords. I gave them a variety of weapons to make it more interesting (and to hedge my bets incase the +2 “to hit” was too much).
 

log in or register to remove this ad

So dropping the +2 to hit from the first Playtest was not a good idea in your experience, I have yet to see, I am wondering about that.
 

A flat +2 to monsters will "flatten" the effects of AC - the value of good armor lessens. This of course hits the party tanks.

If this is good or not depends on taste.
 

We like the more accurate monsters because the first time we played this set of rules, the tank felt overpowered. Not only did he have the highest AC, but he also could use his Expertise Die to soak up damage. We played a mini-adventure of 6 encounters and the tank was never threatened.

The +2 "to hit" for monsters only increases accuracy 10%, so out of 10 attacks (theoretically) one more will hit. That 1 more was enough to make this scenario more tense for all the players, not just the squishies.

Another reason why we think the "to hit" score of monsters should be boosted is because of the bounded accuracy. The PCs will level up soon, and gain hit points. They will, however, be fighting similar monsters, probably the ones in the bestiary (levels 1-5). If the monster "to hit" scores remain at +2 average, +4 for ogre (wight and troll), the fighter will be even less vulnerable. Yes, some of the damage scores increase, but so does the Protector Expertise die.

Yes, it is a matter of taste, and it can easily be an option. It is easy to add to monsters to achieve the threat level desired.

Give it a try.
 

A thought occurred to me as I read the title of the tread. Why do armor classes need to start at 10? Why couldn't The really cheap armors start at ac 8 for padded or soft leather and go up from there. Hides and piecemeal armor could go into this category of barely adequate armor that even wizards could use.

This keeps the really good armors at a reasonable AC value and the monsters could actually hit people once in a while.

Maybe the other armors could become ten or fifteen gold pieces more expensive so starting characters wouldn't be able to afford them without giving up something they might need later, such as those healing kits and potions that no party should have to go without.
 


Remove ads

Top