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Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="smbakeresq" data-source="post: 6975830" data-attributes="member: 28301"><p>The MM is not as spelled out as previous editions, that is true. I own them all and have played all of them. The 2nd edition white cover one was probably the best. High level play was covered the best in Dungeon Magazines, the Age of Worms and the one with Demogorgon were the best examples. Those took play from levels 1-20+. Most modules now top out at 13-14. </p><p></p><p>It used to be that you could open the cover and play right out of the book. Those days are over it seems. Hasbro is a toy company that caters to kids, that's what we have. They assume that DM will be like me and basically use the MM as a guideline and spice it up. The use of legendary and lair actions must be increased by the DM to balance stuff out, as is various mundane stuff to spice encounters up. For example, when using a blue dragon in its lair have the dragon breathe on the characters and bounce the lightening breathe off a wall back into them, requiring 2 saving throws made for half damage. In the Juiblex example above its a slime creature, I would rule that the push ability of the warlock just pushes a hole into the creature (like a donut) so it doesn't really move anywhere. Or better yet, since Juiblex is a huge creature that takes up 9 squares rule that's its shape is mutable, so it can take up any 9 contiguous squares, so your push attack with the warlock just changes its shape. Also Juiblex Eject Slime attack says its targeting one creature, that should be a ranged attack roll at +14, which is probably more effective than a Dex save at DC 21 for the characters at that level. I would change that to an area attack, 10x10 seems appropriate if I were to keep the DC 21 Dex save portion.</p><p></p><p>I do agree though that more could have been done, all the high level creatures are not fully thought out or fleshed out. I think it was done to make the game easier on the DM. The Lich for example has spell list that's designed to be easy to use without a direct screwing over of the players, the more effective but more DM intensive Time Stop should be the choice.</p><p></p><p>Look at Storm Kings Thunder, the added attacks for the Giants in there are standard stuff that every DM should use and make the Giants much more effective. Those extra giant attacks should have been in a UA article or Dragon magazine article.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 6975830, member: 28301"] The MM is not as spelled out as previous editions, that is true. I own them all and have played all of them. The 2nd edition white cover one was probably the best. High level play was covered the best in Dungeon Magazines, the Age of Worms and the one with Demogorgon were the best examples. Those took play from levels 1-20+. Most modules now top out at 13-14. It used to be that you could open the cover and play right out of the book. Those days are over it seems. Hasbro is a toy company that caters to kids, that's what we have. They assume that DM will be like me and basically use the MM as a guideline and spice it up. The use of legendary and lair actions must be increased by the DM to balance stuff out, as is various mundane stuff to spice encounters up. For example, when using a blue dragon in its lair have the dragon breathe on the characters and bounce the lightening breathe off a wall back into them, requiring 2 saving throws made for half damage. In the Juiblex example above its a slime creature, I would rule that the push ability of the warlock just pushes a hole into the creature (like a donut) so it doesn't really move anywhere. Or better yet, since Juiblex is a huge creature that takes up 9 squares rule that's its shape is mutable, so it can take up any 9 contiguous squares, so your push attack with the warlock just changes its shape. Also Juiblex Eject Slime attack says its targeting one creature, that should be a ranged attack roll at +14, which is probably more effective than a Dex save at DC 21 for the characters at that level. I would change that to an area attack, 10x10 seems appropriate if I were to keep the DC 21 Dex save portion. I do agree though that more could have been done, all the high level creatures are not fully thought out or fleshed out. I think it was done to make the game easier on the DM. The Lich for example has spell list that's designed to be easy to use without a direct screwing over of the players, the more effective but more DM intensive Time Stop should be the choice. Look at Storm Kings Thunder, the added attacks for the Giants in there are standard stuff that every DM should use and make the Giants much more effective. Those extra giant attacks should have been in a UA article or Dragon magazine article. [/QUOTE]
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