Group Templates

Will Doyle

Explorer
As we get further into paragon, I'm noticing that my monsters feel less and less effective. Nowadays an encounter that's two levels above the party feels about the same as an equal-levelled encounter back in heroic.

And this is with me:
  • Adding +10 damage to all pre-MM3 monsters
  • Frequently chaining two encounters into one
  • Having two cursed party members - if one takes damage, the other gets stung for half.

As I see it, the problem isn't just down to the maths. As we go up in level, monsters fall behind on power synergies and power variety. After all, players get more powers as they go up in levels, but monsters don't.

Of course, if they did, they'd be a pain to manage. But, in thinking about this problem, I came up with the idea for group templates. Basically, they're a small set of focussed powers that all monsters in the group can use: typically a trait that applies to all of them, plus a number of triggered powers. In terms of DM-management, they're no more complex than adding a single, new monster to the encounter.

I'm going to try the rules out in my game tomorrow, but I thought I'd post them here in advance. For now, I've modelled them around the encounter templates in the DMG (Double Line, Commander and Troops, etc). There's also a group template for solos, which - although that's a contradiction in terms - is intended to give them some extra bite.
 

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DMG42 just came out with this recently, basically taking a closer look at how monster, trap, and falling damage correlates with PC HP (and ability to regain hp) over the course of 30 levels. The results are surprising, and may be a major cause of grind. The author supplies a new damage expression chart which I might implement as early as next game.

I think it might alleviate some of what you're finding in your Paragon game. Honestly, prepare to be shocked come mid-high Epic with the damage expressions. Shocked, and somehow empowered hehe. Thrilled, even.

EDIT: You know, after reading your blog about the group templates, I realize damage isn't what you meant in the slightest. Like the group templates a lot, though. Any chance of expanding these after the playtest? I would like to see more.
 
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Like the group templates a lot, though. Any chance of expanding these after the playtest? I would like to see more.

Sure. As well as increasing threat, I'm also thinking the templates could be a simple way to codify encounter objectives. For example, a "defender" template that gives the group bonus powers for defending certain squares on a map, or an "assassin" template for use when the group is targeting a single PC or NPC. They could even be used to codify encounter-speeding effects, e.g. a "low morale" template that gives monsters vulnerability when their leader is killed, or when half of them are dead or bloodied.

I'll definitely put some more together once I've road-tested the first set.
 

Sure. As well as increasing threat, I'm also thinking the templates could be a simple way to codify encounter objectives. For example, a "defender" template that gives the group bonus powers for defending certain squares on a map, or an "assassin" template for use when the group is targeting a single PC or NPC. They could even be used to codify encounter-speeding effects, e.g. a "low morale" template that gives monsters vulnerability when their leader is killed, or when half of them are dead or bloodied.

I'll definitely put some more together once I've road-tested the first set.

Really nice. If you ever need a hand, drop a project pitch over at Fourth Party and I'll gladly lend my support. I could see this being a potential PDF supplement.
 


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