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Book of the Dead - Monster Manual by Mesh Hong
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<blockquote data-quote="Mesh Hong" data-source="post: 5025297" data-attributes="member: 73463"><p>No, not at all, its all useful and all part of the learning process. Discussions like these are probably very useful to other monster builders as well as being invaluable to myself. Your time is very much appreciated.</p><p> </p><p></p><p> </p><p>I just mean that before you use <em>any</em> creature you have to consider it in the context of the PCs that will be facing it and the composition of the encounter it is part of (just common sense really). This is especially true with creatures designed by people online because their game style and idea of balance might be different from your own.</p><p> </p><p>As an example I DM for a 6 PC group that has 3 strikers and a lot of healing. This has probably had an influence on the creatures I create and my expectations of what constitutes a <em>reasonable threat</em>. The reason I started creating my own monsters was that I found the MMI offerings both dull (to run and fight) and not threatening enough for my players. </p><p> </p><p></p><p> </p><p><span style="color: lime">Highlighted for consideration</span></p><p> </p><p>Yes I am aware of that, and this might be an interesting idea for a thread in its own right.</p><p> </p><p>But what do you use when you want an average baseline for a creature? If you use brute then you have a creature with lower accuracy and defences, if you use soldier you have a creature with higher defences etc.</p><p> </p><p>In my opinion it is acceptable for a skirmisher creature to not have any special movement abilities. But like all things that is just my opinion.</p><p> </p><p>Some skirmishers from the MMI that do not have movement powers are:</p><p> </p><p>Berbalang</p><p>Cyclops Battleweaver</p><p>Spined Devil</p><p>Doppleganger Sneak</p><p>Elf Scout (unless you count wild shape)</p><p>Abyssal Ghoul</p><p>Hyena</p><p>Wererat</p><p>Orc Raider</p><p>Rat Swarm</p><p>Gray Wolf</p><p>Dire Wolf</p><p> </p><p></p><p> </p><p>Well I am not going to argue with your maths.</p><p> </p><p>If I understand the gist of the maths you have laid out correctly I think the two areas of concern are the Daze effect and the Regeneration counteracting any damage the PC may or may not do.</p><p> </p><p>Do you think something as simple as changing the daze effect into an immobilise effect would balance things out?</p><p> </p><p>If they are only immobilised they can still make an escape attempt <strong>and</strong> make an attack if they are grabbed, or make 2 escape attempts if they want. (I have also been thinking that the Fidget Tick should really move into the targets square when the are grabbed).</p><p> </p><p>If the above isn't enough the next thing I would suggest is halving the regeneration from 10 to 5 (actually it would be better if the Fidget Tick just healed 5 HPs when it applied its 10 ongoing damage).</p><p> </p><p>I am loathed to lower the actual ongoing damage from the grab, but I agree that 10 ongoing damage is a very large amount for a level 6 PC to take. My original thinking was that it was balanced because the Fidget tick cannot take any actions while grabbing, including attacks and opportunity attacks (Ahhh, maybe instead of increasing its AC when grabbing it should be lowered 2 instead as it is helpless, or maybe it could provoke combat advantage against all enemies except the target it is grabbing?)</p><p> </p><p></p><p> </p><p>Cool, that at the end of the day is what I'm after.<img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 5025297, member: 73463"] No, not at all, its all useful and all part of the learning process. Discussions like these are probably very useful to other monster builders as well as being invaluable to myself. Your time is very much appreciated. I just mean that before you use [I]any[/I] creature you have to consider it in the context of the PCs that will be facing it and the composition of the encounter it is part of (just common sense really). This is especially true with creatures designed by people online because their game style and idea of balance might be different from your own. As an example I DM for a 6 PC group that has 3 strikers and a lot of healing. This has probably had an influence on the creatures I create and my expectations of what constitutes a [I]reasonable threat[/I]. The reason I started creating my own monsters was that I found the MMI offerings both dull (to run and fight) and not threatening enough for my players. [COLOR=lime]Highlighted for consideration[/COLOR] Yes I am aware of that, and this might be an interesting idea for a thread in its own right. But what do you use when you want an average baseline for a creature? If you use brute then you have a creature with lower accuracy and defences, if you use soldier you have a creature with higher defences etc. In my opinion it is acceptable for a skirmisher creature to not have any special movement abilities. But like all things that is just my opinion. Some skirmishers from the MMI that do not have movement powers are: Berbalang Cyclops Battleweaver Spined Devil Doppleganger Sneak Elf Scout (unless you count wild shape) Abyssal Ghoul Hyena Wererat Orc Raider Rat Swarm Gray Wolf Dire Wolf Well I am not going to argue with your maths. If I understand the gist of the maths you have laid out correctly I think the two areas of concern are the Daze effect and the Regeneration counteracting any damage the PC may or may not do. Do you think something as simple as changing the daze effect into an immobilise effect would balance things out? If they are only immobilised they can still make an escape attempt [B]and[/B] make an attack if they are grabbed, or make 2 escape attempts if they want. (I have also been thinking that the Fidget Tick should really move into the targets square when the are grabbed). If the above isn't enough the next thing I would suggest is halving the regeneration from 10 to 5 (actually it would be better if the Fidget Tick just healed 5 HPs when it applied its 10 ongoing damage). I am loathed to lower the actual ongoing damage from the grab, but I agree that 10 ongoing damage is a very large amount for a level 6 PC to take. My original thinking was that it was balanced because the Fidget tick cannot take any actions while grabbing, including attacks and opportunity attacks (Ahhh, maybe instead of increasing its AC when grabbing it should be lowered 2 instead as it is helpless, or maybe it could provoke combat advantage against all enemies except the target it is grabbing?) Cool, that at the end of the day is what I'm after.:lol: [/QUOTE]
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