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Help fixing monster damage

redboxrazor

First Post
I am curious about some of the techniques others use to increase their monsters' damage output. Per MM3, we see that even WotC acknowledged the problem with low damage expressions. I was thinking something like adding 1/2 level to damage. Is that too powerful at higher levels and too weak at low levels?

What are some of your thoughts? I keep fingering through my MM1/MM2, and Open Grave with this feeling that I need entirely new books with new stat blocks. I really want to use some of these monsters in my adventure.
 

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IIRC, a designer said, multiply the static damage mod by 2 (or 3 if the monster is a brute) in paragon and epic tier.

Increase the attack bonus of brutes by 2.

Take a look at DMG2 P133 for infos on creating elite and solo monsters. Apply those new rules to your old monsters.
 

Consider raising the damages of ongoing damage...especially once with an elemental type.

You could also make it that resistances are only counted as half against ongoing damage....as resistances tend to be extremely strong against these effects.
 

I increase the number of dice for a monster attack by one die for Paragon monsters, and two dice for Epic monsters (there are some monsters that do D20 damage, I change that to 2D10 modified to 3D10 or 4D10).

I increase the damage of minions to weapon damage plus strength modifier (plus increasing the damage by a die or two for Paragon/Epic as above).

Even though they do not hit often, when a mid-Paragon minion hits for 25 points of damage against a mid-Paragon level PC instead of 6 to 10 damage, that player takes notice.

A 17th level Huge Minion Giant shouldn't be doing 8 points of damage like a 1st level Medium sized standard foe. Something is seriously wrong with this picture.
 

For any pre-MM3 monster, I add +5 damage to all attacks from a Heroic tier monster, +10 to any Paragon tier monster, and +15 to any Epic tier monster.

Its worked out perfectly in my game. I game with a bunch of min/maxers and powergamers who are great at finding power synergies that make them pretty tough. I've found that this damage boost really made them feel challenged. If your players are not quite as good at coordinating tactics and maxing out their character's potential but you still feel like they aren't being challenged, then adding 1/2 level to damage might be a good way to go.
 

These are all really great ideas. I'm going to okay around with the suggestions I've gotten until I settle on one that "feels" right for me. My group is a mix of CharOps and casual players. Thanks a ton, guys.
 


Personally I prefer the 1/2 level damage bonus. Low level combats really don't need a damage boost at all, and this rule takes that into consideration better than other options I've seen.

In fact, while I've never played the game this way, it seems like the game would improve all around by granting this bonus to PC's as well.
 

Personally I prefer the 1/2 level damage bonus. Low level combats really don't need a damage boost at all, and this rule takes that into consideration better than other options I've seen.

In fact, while I've never played the game this way, it seems like the game would improve all around by granting this bonus to PC's as well.

It sort of works, I ran my first campaign with it, but it heavily favors multi attack classes like ranger getting close to doubling their damage output. It also makes normal and elites die way to quickly for my tastes at epic, and the new solo and elite hp/defence changes actually solve most of the grind for me. I also kept needing to remind players to add it during level up which became a hassle so I dropped it.
 

It sort of works, I ran my first campaign with it, but it heavily favors multi attack classes like ranger getting close to doubling their damage output. It also makes normal and elites die way to quickly for my tastes at epic, and the new solo and elite hp/defence changes actually solve most of the grind for me. I also kept needing to remind players to add it during level up which became a hassle so I dropped it.

Dunno if you read the OP or the title of the thread, but we're not talking about giving the players damage bonuses.
 

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