Some people have received their copies of Fizban's Treasury of Dragons, and have posted photos (including the table of contents!) online!
Finally (for now) I like the Greatwyrm mythic builds. I don't own Theros so this is the first I have seen of them. The only thing I don't like is how it engages. I would double their hit points and have it happen at "bloodied" rather than pull a "gotcha" on the players by describing how it is almsost dead but NO, it comes back stronger! I think some players would feel cheated, especially if they ust burnt a mjor ability to down the thing because I described it as "close to falling" or whatever.
If you don't have to describe it that way then why is it built that way. The literal only mechanical effect is to screw players out of a big damage hit at the bottom. Or, even worse, to let them drop the BBEG halfway through the fight with a sleep spell. Wouldn't that be a trip?Eh, you don't have to describe it as "almost dead", just that "you've damaged it a lot and now it takes on a new form". Anyone who has played CRPGs, especially MMOs, will recognize the "Boss Phase" format.
If you don't have to describe it that way then why is it built that way. The literal only mechanical effect is to screw players out of a big damage hit at the bottom. Or, even worse, to let them drop the BBEG halfway through the fight with a sleep spell. Wouldn't that be a trip?
I am note sure why "when they reach 250 (of 500) hit points, their Epic Actions become available" or whatever is too complicated. Liek i said, there are solid design reasons for not having the monster get down to 0 HP because of a few connected mechanics.If you’re publishing this for a third-party offering, is it easy for the user if you present an already doubled HP and tell them they need to figure out where the 50% of health mark is? Sure, dividing by 2 probably isn’t that big a deal for most people, but just saying “when they go to 0, set them to n hit points” is a lot more straightforward.
Since the enumerated maximum hit points in stat blocks are a convenience and the expectation is that many DMs roll for monster hit points, the feature description would need to account for that possibility rather than making the assumption that the consumer would stick with the "typical" hit point value.I am note sure why "when they reach 250 (of 500) hit points, their Epic Actions become available" or whatever is too complicated. Liek i said, there are solid design reasons for not having the monster get down to 0 HP because of a few connected mechanics.