DMG Excerpt: Customizing Monsters

Cam Banks said:
It's a Pitch Fiend!

Cheers,
Cam

I wonder if that thing is balanced as it can continously spam summons (when it makes the recharge, about every 3rd round) and fly/teleport away when the PCs get too close.
 

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That's a good question. I don't have another high level solo to compare it too though. :(

Interesting side note, it took me less than 2 minutes to convert it. Cut paste Pit fiend, fix defenses, add abilities and voila done. Nasty 26 solo that will eat your parties. :)

Derren said:
I wonder if that thing is balanced as it can continously spam summons (when it makes the recharge, about every 3rd round) and fly/teleport away when the PCs get too close.
 

Regarding vampires and their creation of spawn, awhile back we say another writeup on vampires complete with a sample crunchless adventure involving them. Given the previous detailed vampire writeup, I suspect there will be a lot more in the MM about them then just discussed in this 1 template.
 

Spenser said:
Or maybe -- there are a whole bunch of "base" orcs scattered throughout a fairly wide level range. So if you want a higher-level orc, you start by modifying the 13th level Orc Champion rather than the 3rd level Orc Raider. (Edit: Beaten by Fallen Seraph!)
One of the design principles said by the designers online and in W&M, is that each monster has its place.

So, Orcs are X level, Hobgoblins are Y level, Trolls are Z level.

The idea is that as you level, your opponents change. You know you are 15th level because you aren't fighting goblins anymore, you are fighting giants. Instead of sneak attacks and moving around, you are being crushed beneath giant fists.

I wouldn't expect to see extremely high level versions of low level races, is what I'm saying.

That's partially why you can't increase it more than 5. Plus, it just mathematically fails to make a balanced encounter after about 5.
 

i especially like those only 5 levels restriction. And the "reality check". Why? because mathematic models have to be compared with reality after use, otherwise the whole thing is worthless.

I like the design philosophy which says: we have a good model which GUIDES and HELPS you, but at the end, its up to you to decise if it is good or not.
 

I am liking these new crunchful previews.

Although I think the ogre example is kind of weird, I think I see what it's saying, and I agree with it. I think it's just saying "if you want to add +3 to your monsters, don't use equipment, instead just increase their level."

Anyways, customizing monsters seems easy enough. I feel as though a few things are missing, like advice on customizing monsters past what's there. Rules for adding or subtracting just a few abilities. What if I want shadow orcs, or regenerating skeletons or something but I don't want them to be templated elite monsters?. I hope the advice on creating new monsters is good and just as easy to use.
 


med stud said:
Why is an official baseline needed? I'm not arguing for the sake of arguing, I can't see the need for official rules when it comes to how many vampire spawns that can be created. I've tried to think of a situation where I would wish I had the spawning rate of vampires, but I just can't think of any such situation. Vampire lords can create vampire spawns. That's everything I need to know.

Exactly. Here's my take on it..

"What are the needs of the story or adventure?"
 

Derren said:
Ok.

-> Gamist rules which are completely unlogical

Magic Threashold makes no sense. Why do high level monsters not benefit from magical weapons?

For the same reason that magic weapons and armour have a prereq of 3 levels per +1 to create in 3E.
 

Lizard said:
If a beloved NPC is captured by a vampire, do the PCs need to rush madly to save him from becoming one of the Undead, or do they know they have a week until the ghastly ritual is complete?

You're the DM. Which do you prefer?
 

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