Tequila Sunrise
Adventurer
Some of you may be familiar with my Marvelous Monsters guide. Well I'd like to add guidelines for dialing up the danger level and/or length of combat. I know that some of you DMs have experience in this area, so I'm asking for it!
I think the standard house rule for shorter combats is half monster HPs and double monster damage. If that extra damage is in the form of extra dice, I imagine that it dials up both the combat speed and danger level. But if it's in the form of a flat bonus, I imagine it mostly just dials up combat speed.
I don't think there's anything like a standard house rule for upping the danger level. A DM can always just use higher level monsters, but this can be counterproductive -- higher level means more HPs, higher defenses, and hence longer combats. I've never tried it, but sometimes I find myself wanting to just raise all my monsters' attack bonuses by 2 or so.
Anyway, what are your methods? Do the details change from tier to tier? What would you suggest as the dials' '10' values?
I think the standard house rule for shorter combats is half monster HPs and double monster damage. If that extra damage is in the form of extra dice, I imagine that it dials up both the combat speed and danger level. But if it's in the form of a flat bonus, I imagine it mostly just dials up combat speed.
I don't think there's anything like a standard house rule for upping the danger level. A DM can always just use higher level monsters, but this can be counterproductive -- higher level means more HPs, higher defenses, and hence longer combats. I've never tried it, but sometimes I find myself wanting to just raise all my monsters' attack bonuses by 2 or so.
Anyway, what are your methods? Do the details change from tier to tier? What would you suggest as the dials' '10' values?