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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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<blockquote data-quote="pemerton" data-source="post: 9226166" data-attributes="member: 42582"><p>This is all exaggerated.</p><p></p><p>The base formula for hp didn't change, except later solos tend to be 4x rather than 5x standard hit points.</p><p></p><p>The base formula for NPC/creature damage <em>did</em> change, from 8 + level/2 to 8 + level. This is not very noticeable at Heroic tier, but is very significant at higher levels.</p><p></p><p>The other significant change between early and later monsters was (1) to reduce the defences of elites and solos (early ones tended to have +2 over what their AC "should" be based on role and level) and (2) to not gives brutes the -2 to attack that the DMG says they should have, and that early brutes tended to have.</p><p></p><p>If you compare Heroic tier standards and elites in the MM and the MV, you won't see much difference:</p><p></p><p style="margin-left: 20px">Eg MM Goblin Warrior, Level 1 skirmisher, AC 17, 29 hp, damage 1d6+2 or 1d8+2; MV Goblin Cutthroat, level 1 skirmisher, AC 15, 30 hp, damage 1d6+5</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">MM Gnoll Marauder, level 6 brute, AC 18, 84 hp, damage 1d8+6 plus good buffs vs bloodied; MV Deathpledged Gnoll, level 5 brute, AC 18 (19 at 6th level), 70 hp (80 at 6th level), damage 2d6+9 plus small buff vs bloodied</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">MM Owlbear, level 8 elite brute, AC 22, 212 hp, damage 2d6+5; MV Owlbear, level 8 elite brute, AC 20, hp 212, damage 4d6+6. </p><p></p><p>This is all greatly exaggerated, as per my examples just above. I used MM monsters throughout my campaign, with the only changes being to up their damage to MM3/MV values, and to give Brutes a better attack bonus.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9226166, member: 42582"] This is all exaggerated. The base formula for hp didn't change, except later solos tend to be 4x rather than 5x standard hit points. The base formula for NPC/creature damage [I]did[/I] change, from 8 + level/2 to 8 + level. This is not very noticeable at Heroic tier, but is very significant at higher levels. The other significant change between early and later monsters was (1) to reduce the defences of elites and solos (early ones tended to have +2 over what their AC "should" be based on role and level) and (2) to not gives brutes the -2 to attack that the DMG says they should have, and that early brutes tended to have. If you compare Heroic tier standards and elites in the MM and the MV, you won't see much difference: [indent]Eg MM Goblin Warrior, Level 1 skirmisher, AC 17, 29 hp, damage 1d6+2 or 1d8+2; MV Goblin Cutthroat, level 1 skirmisher, AC 15, 30 hp, damage 1d6+5 MM Gnoll Marauder, level 6 brute, AC 18, 84 hp, damage 1d8+6 plus good buffs vs bloodied; MV Deathpledged Gnoll, level 5 brute, AC 18 (19 at 6th level), 70 hp (80 at 6th level), damage 2d6+9 plus small buff vs bloodied MM Owlbear, level 8 elite brute, AC 22, 212 hp, damage 2d6+5; MV Owlbear, level 8 elite brute, AC 20, hp 212, damage 4d6+6. [/indent] This is all greatly exaggerated, as per my examples just above. I used MM monsters throughout my campaign, with the only changes being to up their damage to MM3/MV values, and to give Brutes a better attack bonus. [/QUOTE]
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Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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