Doug McCrae
Legend
How about improved grapple for the most dangerous mooks possible? Level 1 human warriors could have it. Moral: Don't annoy a wrestler's convention.
Doug McCrae said:How about improved grapple for the most dangerous mooks possible? Level 1 human warriors could have it. Moral: Don't annoy a wrestler's convention.
Numion said:That would make for a challenging fight. Of course, one big make-or-break factor for fights against mooks is flight. Most high-level teams fly, so in open area (= outside / otherwise high roof) any non-flying opponents without ranged fire are screwed.
Doug McCrae said:I've noticed that myself. Not only that it means the PCs don't get the treasure, double whammy! I'd give all my NPCs javelins of lightning but the players would lynch me.
Not keen on bead of force as it takes a PC out the fight completely, which means the player is reduced to a spectator.
The 75% hit points thing changes your game a bit, making AoEs less effective than in standard D&D so mooks are more of a threat.
Those gnolls had very high stats.
That and the chance to use their potions puts them well above cr4 imo.
PS Thanks for the extremely detailed post and combat stats.
Actually, only 1 pt in total more than what they should have had by the RAW. Since they have class levels, they're supposed to use the elite array of 15, 14, 13, 12, 10 and 8 (before racial modifiers), which is a total of 72 pts between the stats. What I usually do is use the 72 pts but rearrange as I feel fit, so a particular NPC may get a 16, 15, 12, 10, 10, 9, while another may get 18, 16, 10, 10, 10, 8.
Hussar said:Just to nitpick, but that's not how point buy works. You don't simply tally the total and divide. An 18 (16 pb)is worth far more than a 14 (8 pb). ((Note, those point buy numbers are from memory, so I might be mistaken.))
I wasn't referring to point buy but to the elite stat array from the MM and how I use/modify it. And yes, the deviation will usually be much higher if one looks at the stats and what they mean on the point buy scale, since stats of 18, 16, 16, 10, 10, 10 and 14, 14, 14, 14, 12, 12 may total to the same numerically but are vastly different on the point buy scale.Hussar said:Just to nitpick, but that's not how point buy works. You don't simply tally the total and divide. An 18 (16 pb)is worth far more than a 14 (8 pb). ((Note, those point buy numbers are from memory, so I might be mistaken.))
GQuail said:And once again, Hussar's point that "CR is based on narrow circumstances, and DMs who deviate from it will knock things out of whack" seems to bear fruit. :>
Hussar said:Yeah, I think that's been my whole point all the way along. A lot of the complaints I see about CR/EL is from DM's whose encounters went pear shaped. The problem is, CR/EL is a predictive tool, true, but, like all predictive tools, it suffers in actual use.
And that's something else to remember. At the end of the day, the odds always favour the DM. Always.
I do see the addition of things like Action Points as a very excellent mechanic for mitigating this sort of event. It's one thing for your PC to get buried under enemies and fall. That happens. It's quite another to have your 7th level PC smoked by Random Mook #33 just because the dice fall a certain way. Having killed FAR too many PC's in my World's Largest Dungeon campaign (1 every 3 sessions on average), I think I'll be using Action Points from here on in.
Man in the Funny Hat said:The truth, as noted well in this thread too, is that it's only a TOOL for encounter DESIGN. A useful tool, no doubt, but there are still way too many variables to expect a formula to EVER reliably predict the outcome of an encounter across different campaigns with different kinds of characters, more or fewer characters, players and their playstyles, DM's, etc. not to mention the simple vagaries of random dice rolls.