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Game Day mini = Spined Devil
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<blockquote data-quote="Majoru Oakheart" data-source="post: 3832687" data-attributes="member: 5143"><p>From everything I've read this is just WAY too much formula for 4th Edition. I got the impression that they were instead going with a system where they carefully controlled the rate at which the PCs gained AC and attack bonuses then based the monsters stats on that.</p><p></p><p>So they have a chart internally that says (for example, likely to be wrong numbers):</p><p>Level 1: AC 16, attack +2</p><p>Level 2: AC 18, attack +4</p><p>Level 3: AC 19, attack +5</p><p>Level 4: AC 21, attack +7</p><p>Level 5: AC 22, attack +8</p><p>Level 6: AC 23, attack +9</p><p></p><p>Then they say: Alright, this is a level 6 skirmisher. As part of being a skirmisher, we want the monster to stay mobile, always trying to stay away from standing in melee. In order to make sure it FEELS like that's what its best at, we lower its AC from the average down to 20. Now it gets hit more often than most enemies of its level so it wants to be careful. We give it a ranged attack so that it has something to do while staying out of melee. Then we lower its melee attack so that it is less effective in melee, giving the monster (and the DM) more reason to play it in its skirmishing role.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3832687, member: 5143"] From everything I've read this is just WAY too much formula for 4th Edition. I got the impression that they were instead going with a system where they carefully controlled the rate at which the PCs gained AC and attack bonuses then based the monsters stats on that. So they have a chart internally that says (for example, likely to be wrong numbers): Level 1: AC 16, attack +2 Level 2: AC 18, attack +4 Level 3: AC 19, attack +5 Level 4: AC 21, attack +7 Level 5: AC 22, attack +8 Level 6: AC 23, attack +9 Then they say: Alright, this is a level 6 skirmisher. As part of being a skirmisher, we want the monster to stay mobile, always trying to stay away from standing in melee. In order to make sure it FEELS like that's what its best at, we lower its AC from the average down to 20. Now it gets hit more often than most enemies of its level so it wants to be careful. We give it a ranged attack so that it has something to do while staying out of melee. Then we lower its melee attack so that it is less effective in melee, giving the monster (and the DM) more reason to play it in its skirmishing role. [/QUOTE]
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