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General Tabletop Discussion
*Dungeons & Dragons
Double Monster Damage - Half Monster HP
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<blockquote data-quote="Oofta" data-source="post: 7340677" data-attributes="member: 6801845"><p>I do this occasionally, especially when I want to throw small hordes of relatively low level creatures at mid-to-high level parties. While it's not something I would do much with lower level parties (or only choose monsters that are lower CR than the party level) it does let me make monsters that fill in what I thought the minion role was intended to be in 4E; easy to kill but deadly monsters. I also usually give them advantage to hit. In game I justified it as one faction having the ability to "juice up" before a fight and become berserker-like crazed attackers.</p><p></p><p>It did make the combats slightly more swingy but not as bad as some people are implying, at least not at levels above 3 or so when I started to introduce this faction. The party did probably burn through more healing potions between fights which I made sure were always available and it kept the cleric on his toes busy healing during combat (something they enjoyed). I also try to throw monsters in waves or have goals other than "kill all the bad guys" now and then, </p><p></p><p>The PCs in my party were pretty resilient and enjoyed it but it depends on so many factors that what works for one group may not work for another. I'd say try it out for an encounter or ten, no one can tell you if it's going to work for you or your group. It worked for me and mine on occasion, but I didn't use it all that often and in general only used it for larger number of monsters that were lower CR than the group's average level.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7340677, member: 6801845"] I do this occasionally, especially when I want to throw small hordes of relatively low level creatures at mid-to-high level parties. While it's not something I would do much with lower level parties (or only choose monsters that are lower CR than the party level) it does let me make monsters that fill in what I thought the minion role was intended to be in 4E; easy to kill but deadly monsters. I also usually give them advantage to hit. In game I justified it as one faction having the ability to "juice up" before a fight and become berserker-like crazed attackers. It did make the combats slightly more swingy but not as bad as some people are implying, at least not at levels above 3 or so when I started to introduce this faction. The party did probably burn through more healing potions between fights which I made sure were always available and it kept the cleric on his toes busy healing during combat (something they enjoyed). I also try to throw monsters in waves or have goals other than "kill all the bad guys" now and then, The PCs in my party were pretty resilient and enjoyed it but it depends on so many factors that what works for one group may not work for another. I'd say try it out for an encounter or ten, no one can tell you if it's going to work for you or your group. It worked for me and mine on occasion, but I didn't use it all that often and in general only used it for larger number of monsters that were lower CR than the group's average level. [/QUOTE]
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Double Monster Damage - Half Monster HP
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