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Changes to D&D's Spellcasting Monsters: Streamlining Your Way To Bliss
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<blockquote data-quote="UngeheuerLich" data-source="post: 8533381" data-attributes="member: 59057"><p>Actually that is not universally true. </p><p>They had fantastic abilities and were actually well balanced. There also were minions that could easily be taken down with one solid hit. </p><p></p><p>The problem was a little bit more nuanced:</p><p></p><p>- Soldier type monsters were quite hard to hit and had solid hp. If you missed with your encounter abilities, a lot of damage potential was wasted. That was corrected later (in essentials). Also essentials had martials with 5e divine smite type abilities. Also more things later. </p><p></p><p>- solo used to have 5 times hp instead of 4 times. That was corrected later (in essentials) </p><p></p><p>- the way minions, normal and elite type monsters worked was problematic. They were distinct monsters instead of using a formula like : if you are 8 levels above, change damage and hp to minion type but increase to hit and AC accordingly. Reverse for elite (not corrected). </p><p></p><p>And last but the most problematic aspect:</p><p>- monsters scaled quadratic, which means that if you used higher level opponents, not only did HP increase, but also AC, which resulted in very frustrating encounters, because my first two bullet points were even more problematic. </p><p></p><p>However: </p><ul> <li data-xf-list-type="ul">essentials also had humans that could add +3 to any one check per encounter turning acrucial failure into a hit.</li> <li data-xf-list-type="ul">they also added specialized weapon expertise feats which in my opinion was also stealth errata, so your general to hit was slightly improved.</li> </ul><p></p><p>So in the end, the felt bag of hp problem was mostly eliminated, as long as you sticked to opponents very close to your level. But many people left before the corrections took place.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 8533381, member: 59057"] Actually that is not universally true. They had fantastic abilities and were actually well balanced. There also were minions that could easily be taken down with one solid hit. The problem was a little bit more nuanced: - Soldier type monsters were quite hard to hit and had solid hp. If you missed with your encounter abilities, a lot of damage potential was wasted. That was corrected later (in essentials). Also essentials had martials with 5e divine smite type abilities. Also more things later. - solo used to have 5 times hp instead of 4 times. That was corrected later (in essentials) - the way minions, normal and elite type monsters worked was problematic. They were distinct monsters instead of using a formula like : if you are 8 levels above, change damage and hp to minion type but increase to hit and AC accordingly. Reverse for elite (not corrected). And last but the most problematic aspect: - monsters scaled quadratic, which means that if you used higher level opponents, not only did HP increase, but also AC, which resulted in very frustrating encounters, because my first two bullet points were even more problematic. However: [LIST] [*]essentials also had humans that could add +3 to any one check per encounter turning acrucial failure into a hit. [*]they also added specialized weapon expertise feats which in my opinion was also stealth errata, so your general to hit was slightly improved. [/LIST] So in the end, the felt bag of hp problem was mostly eliminated, as long as you sticked to opponents very close to your level. But many people left before the corrections took place. [/QUOTE]
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