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Behir problem from MM2
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<blockquote data-quote="sfedi" data-source="post: 4989511" data-attributes="member: 15746"><p>Precisely.</p><p></p><p>But, in fact, there IS a guideline.</p><p>Which can be deduced from the desing of Elites and Solos.</p><p>They should replace two or five monsters respectively.</p><p></p><p>So you when you have to decide how to handle them, you must keep in mind that you must keep the monster challenging as two or five monsters.</p><p></p><p>So, it's damage output, hit points, etc can be somewhat easily determined.</p><p></p><p>The problem comes with the action economy.</p><p></p><p>Because some monsters have single attacks that have a damage potential equivalent to two standard monster attacks. Yet some compensate with Immediate actions, or multiple attacks.</p><p></p><p></p><p>This should cancel 1 standard monster worth of attacks. Aproximately.</p><p>So it really depends on each monster and how it works. Because each monster decides how to have multiple standard monster worth of attacks differently.</p><p></p><p>For example, in the case of Elites that have two attacks as a Standard action, I wouldn't rule any differently. If correctly used, the Daze could cancel both attacks, it not, it can't cancel anything.</p><p>Yet, with this ruling, the Dazed condition for this particular monster is a little more effective.</p><p></p><p></p><p>Good point here.</p><p>But I think this is an issue for skirmishers and lurkers mostly.</p><p></p><p>In the case of elite monsters with ranged attacks that are equivalent of two standard monster attacks, this seems not to be much of a problem.</p><p></p><p>In the case of an Elite that has Threatening Reach (which is normally used as an "this monster has an extra attack"), charging or moving close to or in the middle of the party, should suffice.</p><p></p><p>Other monsters are more trickier.</p><p></p><p></p><p>This should be easier to handle, just keep it's DPR equal to it's equivalent monsters DPR.</p><p></p><p></p><p>This is more of an issue.</p><p>I'm houseruling that Solos, for example, don't get it's bonus for ongoing damage. They already have lots of hitpoints.</p><p></p><p>Solos that act two times in a turn shouldn't have a saving throw bonus either, they are making two of them, which is roughly equivalent to a +5.</p><p></p><p>The Behir, which acts three times ina turn, it's totally broken in this aspect.</p><p>He shouldn't have a +5 bonus, since it will have 3 different opportunities to get rid of the effect.</p></blockquote><p></p>
[QUOTE="sfedi, post: 4989511, member: 15746"] Precisely. But, in fact, there IS a guideline. Which can be deduced from the desing of Elites and Solos. They should replace two or five monsters respectively. So you when you have to decide how to handle them, you must keep in mind that you must keep the monster challenging as two or five monsters. So, it's damage output, hit points, etc can be somewhat easily determined. The problem comes with the action economy. Because some monsters have single attacks that have a damage potential equivalent to two standard monster attacks. Yet some compensate with Immediate actions, or multiple attacks. This should cancel 1 standard monster worth of attacks. Aproximately. So it really depends on each monster and how it works. Because each monster decides how to have multiple standard monster worth of attacks differently. For example, in the case of Elites that have two attacks as a Standard action, I wouldn't rule any differently. If correctly used, the Daze could cancel both attacks, it not, it can't cancel anything. Yet, with this ruling, the Dazed condition for this particular monster is a little more effective. Good point here. But I think this is an issue for skirmishers and lurkers mostly. In the case of elite monsters with ranged attacks that are equivalent of two standard monster attacks, this seems not to be much of a problem. In the case of an Elite that has Threatening Reach (which is normally used as an "this monster has an extra attack"), charging or moving close to or in the middle of the party, should suffice. Other monsters are more trickier. This should be easier to handle, just keep it's DPR equal to it's equivalent monsters DPR. This is more of an issue. I'm houseruling that Solos, for example, don't get it's bonus for ongoing damage. They already have lots of hitpoints. Solos that act two times in a turn shouldn't have a saving throw bonus either, they are making two of them, which is roughly equivalent to a +5. The Behir, which acts three times ina turn, it's totally broken in this aspect. He shouldn't have a +5 bonus, since it will have 3 different opportunities to get rid of the effect. [/QUOTE]
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