Lord Zardoz
Explorer
This is some observation / speculation on my part based on what I read from this thread / blog:
http://mouseferatu.livejournal.com/497515.html?thread=2362475#t2362475
Now, while I know that some people are rather annoyed at the idea of monsters having more specifically defined roles, I think that this has a rather beneficial side effect of making it much easier to customize encounters or adventures.
Lets say you just purchased a new adventure, but your players end up a few levels ahead of what the adventure is geared for. Normally upscaling encounters is a pain. Consider an encounter is set up to have say, 4 Bashers of CR 3 and 1 Mastermind of CR 6, for an encounter level of 8. and you want to kick up the encounter to level 10. You can keep the same intended feel of the encounter if you replace the Bashers and the mastermind with higher level Bashers led by a higher level Mastermind.
Not that its very difficult to replace say, Goblins with Bugbears at present, but it does get trickier when you go past pure melee types. Also, even with going from one melee type to another, there are plenty of ways to end up at a given CR / Difficulty. One monster may have huge strength, the other may be built around its AC and Damage Reduction.
Your thoughts?
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http://mouseferatu.livejournal.com/497515.html?thread=2362475#t2362475
Monsters will become less interesting. Will it simply become "you're facing a mastermind" or "tank" or whatever?
...
"Once you build a monster with high hit point and high damage, it's obviously a basher. But that alone is boring; it's not interesting monster design. So you still want to give them something else. The ettin, for instance, has the whole two-heads thing, so it can go twice in one round, and take unrelated actions."
So no, you won't just be facing a mastermind or a tank. You'll be facing a mind flayer, or an ettin. They just happen to--among other things--fit the mastermind or tank position.
Now, while I know that some people are rather annoyed at the idea of monsters having more specifically defined roles, I think that this has a rather beneficial side effect of making it much easier to customize encounters or adventures.
Lets say you just purchased a new adventure, but your players end up a few levels ahead of what the adventure is geared for. Normally upscaling encounters is a pain. Consider an encounter is set up to have say, 4 Bashers of CR 3 and 1 Mastermind of CR 6, for an encounter level of 8. and you want to kick up the encounter to level 10. You can keep the same intended feel of the encounter if you replace the Bashers and the mastermind with higher level Bashers led by a higher level Mastermind.
Not that its very difficult to replace say, Goblins with Bugbears at present, but it does get trickier when you go past pure melee types. Also, even with going from one melee type to another, there are plenty of ways to end up at a given CR / Difficulty. One monster may have huge strength, the other may be built around its AC and Damage Reduction.
Your thoughts?
END COMMUNICATION