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Am I making this monster too deadly?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 2351381" data-attributes="member: 1165"><p>On to the numbers. (I take it this is copied mostly from the DnD monster?) And it's supposed to take on a 6th-level or so party.</p><p></p><p>Ok, it is extremely unlikely to hit such players. Even a Charismatic Hero 4 with light armor (the one that gives a +2 bonus) and Dex +1 will have a Defense of 14 ... they get hit half the time, and they're one of the weakest Defense characters you can build.</p><p></p><p>My suggestion, honestly, is a bit of a redesign. I'll give you an example, from Sean K Reynolds' site. Suppose you have a CR 5 monster. It has lame hit points but has a breath weapon doing 10d6 damage (hence the CR of 5). If the party gets initiative, it goes down fast, and isn't worth its CR. But if it goes first, it is worth its CR (possibly more, as it might be able to blast the party twice).</p><p></p><p>Your monster example is similar. If it never rolls high (it gets no action points either, of course), it won't be worth its CR, but if it <em>does</em> hit... This can be frustrating from your end of the screen. While you're not trying to rip your players to shreds, you do want something nasty to happen to them, and if you keep missing ...</p><p></p><p>My suggestion is to increase the attack bonus but reduce the damage bonus. So first, either drop its size (Large and 7 Strength?) and give it Weapon Finesse. Naturally, reducing the size reduces the attack penalty (and may give it a bonus).</p><p></p><p>Where are the damage bonuses coming from? (How does it do 2d8+1 damage with a Strength modifier of -2?)</p><p></p><p>Of course, you'll want to leave all those special attacks in, as that's what makes this beast cool.</p><p></p><p>The Defense may or may not be a big deal. It flies, but has to get into melee (so anyone can hit it). You'll quickly find its vulnerable to things like Burst Fire (you can get that by 6th-level, but your party might not take it) or things like Inspiration (that +2 is so sweet, and, of course, doesn't cost action points). Even with its relatively high hit points, it runs the risk of getting shredded. My suggestion is to reduce whatever CR you think it should have by 1 point because of the low Defense (if the party can hit it more than half the time, that reduces the CR, and if they can hit it less than half the time, that increases the CR.)</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 2351381, member: 1165"] On to the numbers. (I take it this is copied mostly from the DnD monster?) And it's supposed to take on a 6th-level or so party. Ok, it is extremely unlikely to hit such players. Even a Charismatic Hero 4 with light armor (the one that gives a +2 bonus) and Dex +1 will have a Defense of 14 ... they get hit half the time, and they're one of the weakest Defense characters you can build. My suggestion, honestly, is a bit of a redesign. I'll give you an example, from Sean K Reynolds' site. Suppose you have a CR 5 monster. It has lame hit points but has a breath weapon doing 10d6 damage (hence the CR of 5). If the party gets initiative, it goes down fast, and isn't worth its CR. But if it goes first, it is worth its CR (possibly more, as it might be able to blast the party twice). Your monster example is similar. If it never rolls high (it gets no action points either, of course), it won't be worth its CR, but if it [i]does[/i] hit... This can be frustrating from your end of the screen. While you're not trying to rip your players to shreds, you do want something nasty to happen to them, and if you keep missing ... My suggestion is to increase the attack bonus but reduce the damage bonus. So first, either drop its size (Large and 7 Strength?) and give it Weapon Finesse. Naturally, reducing the size reduces the attack penalty (and may give it a bonus). Where are the damage bonuses coming from? (How does it do 2d8+1 damage with a Strength modifier of -2?) Of course, you'll want to leave all those special attacks in, as that's what makes this beast cool. The Defense may or may not be a big deal. It flies, but has to get into melee (so anyone can hit it). You'll quickly find its vulnerable to things like Burst Fire (you can get that by 6th-level, but your party might not take it) or things like Inspiration (that +2 is so sweet, and, of course, doesn't cost action points). Even with its relatively high hit points, it runs the risk of getting shredded. My suggestion is to reduce whatever CR you think it should have by 1 point because of the low Defense (if the party can hit it more than half the time, that reduces the CR, and if they can hit it less than half the time, that increases the CR.) [/QUOTE]
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