Steely_Dan
First Post
I like elites and solos in principle, but with monsters in such early incarnations they don't work properly so far
Work properly in what way?
I like elites and solos in principle, but with monsters in such early incarnations they don't work properly so far
Not a problem per se. They're just rather bland for the most part. (There are a few exception, granted). But, I also understand that this is a play test and some spicing up is forth coming. And as I think about it I'm sure some will remain bland because there's only so much you can do to, say dire rats. But I'm looking forward to the elites and solos making things interesting.
Work properly in what way?
The to-hit bonuses are too low, and hp can be way too low. If you've run the blind ogre fight in Blingdenstone you know what I mean. He goes down way too fast, and there is never any palpable sense of danger despite fighting what should be a deadly battle against a physically dominating foe.
In my experience so far with 5E, fights against a lot of simple enemies (even far more than the encounter guidelines suggest) work out very well. The streamlined rules and monster stats make gameplay fast, while the sheer enemy numbers and their possible lethality (all they need is a few lucky rolls . . . ) make it dynamic, interesting, and suspenseful.
Small groups of even supposedly powerful enemies(elites), on the other hand, are dominated by the PCs advantage in the action economy. The enemies are too fragile to last long in a slugfest, and too simplistic and streamlined to give the fight any depth or excitement.
In my opinion, that's a major flaw in monster building so far. But it's a very early playtest, so I don't fault them for it. I'm sure they'll learn a few things from the playtest and give us more refined enemies in later iterations.
So, more HP and a +2 proficiency bonus might help (like in the first playtest)?
All I was countering was that "they can't take your books away" is not a valid statement for those of us who rely on DDi to prep and run the game.
The only semi-constructive criticism I can offer is that it feels like a bunch of guys sitting around the kitchen table writing down a bunch of random house rules hoping that a coherent game will evolve.
More hp and +2 to hit across the board would be a good thing to test. It wouldn't address all my problems with elite design, as I think complexity should still be upped and their action economy should be adjusted. Doubly so for solos.
But you're right, that would be my first step if I were houseruling the playtest packet.
Cool, I was thinking a Solo dragon could move, claw you, move, claw someone else, move, bite someone, move, breath weapon and/or spell cast, all in the the one turn (and maybe Tail Slap someones's ass as a Reaction).
Oh, and wing buffets.
"Magical items are part of the story, not the math." (They are part of the math, and pretending they're not is just a return to the ambiguities of yore.)Which would be?
1) "Magical items are part of the story, not the math." (They are part of the math, and pretending they're not is just a return to the ambiguities of yore.)
2) Rolling stats is default.
3) Classes don't have a common AEDU structure. (Yeah I know 4e already regressed this way; I don't play or allow E classes.)
4) Not a fan of this "flat math" stuff either, though this is the closest thing to innovation that 5e's got from what I know.