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*Pathfinder & Starfinder
DMG2 updated monster creation rules
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4949116" data-attributes="member: 82106"><p>Seemed logical to me that DS was considering MM2 and DMG2 monster construction the same, since it appears that, in a general sense a least, the DMG2 updates to monster creation are along the same lines as MM2 monsters.</p><p></p><p>True though, no individual monster generally follows the guidelines exactly in all respects. It hardly seems possible that they could since vast numbers of options are not even really covered by the guidelines or only barely touched on. </p><p></p><p>4e monster creation is all about flexibility from top to bottom. Its never going to fit into an exact set of rules or it would lose much of its inherent usefulness. </p><p></p><p>As for what I expected from the monster creation section update? I think it was pretty much what we got. I did note the 2.5x HP thing as an error and I too wondered what they meant about monster/minion equivalence. I agree with the previous post on the minion thing, I suspect they're just recommending you toss in a small number of extra minions in higher level encounters, so up the number by 20% at paragon and 50% at epic. I would have to presume this means without chaning the XP of the encounter, otherwise it would hardly bear mentioning.</p><p></p><p>The theme stuff seemed pretty good. I consider it reasonably obvious as a monster building concept, but the example themes should be a bit of labor savings. The new functional and class templates seem useful. The changes to elites and solos are needed though well known in practice. </p><p></p><p>Basically I think for the most part in general DMG2 was about what I expected. Most of what's in it is pretty similar to what I'd already concluded for myself and been doing. There were a couple of new things and the various stat blocks and whatnot are always useful time savers. The campaign ideas etc are mostly pretty good. </p><p></p><p>The only thing I really missed with DMG2 was any attempt to go beyond where the rules have already been laid out. They did very little of that. I guess we'll have to wait a year for DMG3 and see if they get a bit more bold...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4949116, member: 82106"] Seemed logical to me that DS was considering MM2 and DMG2 monster construction the same, since it appears that, in a general sense a least, the DMG2 updates to monster creation are along the same lines as MM2 monsters. True though, no individual monster generally follows the guidelines exactly in all respects. It hardly seems possible that they could since vast numbers of options are not even really covered by the guidelines or only barely touched on. 4e monster creation is all about flexibility from top to bottom. Its never going to fit into an exact set of rules or it would lose much of its inherent usefulness. As for what I expected from the monster creation section update? I think it was pretty much what we got. I did note the 2.5x HP thing as an error and I too wondered what they meant about monster/minion equivalence. I agree with the previous post on the minion thing, I suspect they're just recommending you toss in a small number of extra minions in higher level encounters, so up the number by 20% at paragon and 50% at epic. I would have to presume this means without chaning the XP of the encounter, otherwise it would hardly bear mentioning. The theme stuff seemed pretty good. I consider it reasonably obvious as a monster building concept, but the example themes should be a bit of labor savings. The new functional and class templates seem useful. The changes to elites and solos are needed though well known in practice. Basically I think for the most part in general DMG2 was about what I expected. Most of what's in it is pretty similar to what I'd already concluded for myself and been doing. There were a couple of new things and the various stat blocks and whatnot are always useful time savers. The campaign ideas etc are mostly pretty good. The only thing I really missed with DMG2 was any attempt to go beyond where the rules have already been laid out. They did very little of that. I guess we'll have to wait a year for DMG3 and see if they get a bit more bold... [/QUOTE]
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