Higher Damage in Monster Manual 3

I'll be interested to see how the new 'official' damage guidelines will compare to the damage progression tables I've created for myself.

I originally intended to post them in the house-rules forum at some point. What I did was to start with the assumption that the Level 1 damage expressions were fine and represented the intended percentual damage when compared to a PC's hit points. I further assumed that brutes were intended to provide the same threat as skirmishers.

Using those basic assumptions you can recalculate the damage values for the whole table leading to damage expressions at Level 30 that are more than twice the original values.

The only thing I don't understand: Why didn't they notice immediately that the damage exressions at higher levels are way too low? Apparently, zero playtesting was done at the paragon/epic tier.

I think they did plenty of playtesting, in fact i KNOW they did plenty of playtesting, but if you consider the difference between epic characters NOW and epic characters 3 years ago there is a significant difference. Also I think there are somewhat different goals for epic tier now than there were originally. Epic tier was always more about telling a story than having PCs on the hairy edge of death at every turn. I don't think run-of-the-mill epic monsters were ever SUPPOSED to be a huge threat, more set dressing and a speed bump on the way to the big bads. I think they mostly underestimated the ability of characters to lock down and neutralize the heavy hitters, which again is a lot more prevalent than it was with PHB1 alone. The thing is you can test stuff all you want, but you almost always end up confirming your existing ideas about things.

Note too that the existing damage progression chart was NEVER followed, not even close, in MM1 and even MM2 monsters are STILL significantly below the numbers in the DMG at higher levels. In fact the few monsters I've seen that actually have damage that hits the numbers in the DMG are usually considered tough monsters.
 

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Yeah, one thing to keep in mind is that while PCs get potentially more effective with more options, monsters remain esentially static regardless of what comes after them.

I've definitely found MM1 monsters that can still spook the PCs... but there are certainly others that get shot down a bit too easily.

The Jester's damage analysis is pretty interesting, though I'd be curious as to how the numbers look when you also glance at whether the monsters are normal, elite or solo....
 

G'morning everybody!! :D

Here are some more numbers- I'll prolly dribble the entire set out over the next day or two.

Based on the theory that an elite or solo should have more attacks but about standard damage per attack, I didn't bother to track which ones were elite or solo, sorry. I do remember that some of the smaller damage expressions are elite monster attacks, but are minor actions (yes, minor action basic attacks) and the like... actually, there are several very interesting basics in the MM3, as you'll see- one of the basic attacks below actually allows the monster to make two attacks!

Without further ado, here's levels 23-25.

25th Level

25/artillery
2d4+15
4d8+15

25/controller
3d8+9
3d8+10
3d6+3

25/skirmisher
2d8+9

25/lurker
4d6+19

25/brute
3d10+5
3d10+8
3d8+8

25/minions
soldier- 12


24th Level

24/artillery
2d10+13
2d6+7

24/soldier
2d12+14
4d8+14
4d6+10

24/controller
4d8+14
4d10+10

24/lurker
2d10+10
2d6+15

24/minions
lurker- 16


23rd Level

23/brute
3d12+19
2d12+19

23/controller
4d6+17
1d8+8
2d6+9

23/lurker
1d6+8
2d6+8

23/skirmisher
2d8+7
2d8+7, two attacks
 

Here's 20 through 22:

22nd Level:

22nd level soldiers
4d8+12

22nd level skirmishers
2d8+10
2d6+8

22nd level controllers
ongoing 10 psychic
ongoing 5 psychic
3d8+10 (x2)
4d6+16
2d4+10
3d8+15

22nd level lurker
2d8+7

22nd level brutes
3d12+10
4d10+16

22nd level minions
brutes: 12, 18

21st Level:

21st level skirmishers
ongoing 15 fire
2d8+5

21st level controllers
3d8+16

21st level brutes
2d10+10


20th Level:

20th level soldiers
4d8+10
4d6+7

20th level brutes
3d12+16
3d8+12
3d10+5
3d8+5

20th level controllers
2d12+5
2d8+9
3d6+13
2d10+13
4d6

20th level lurkers
3d10+8

20th level artillery
2d6+6
3d6+8
 

I'm looking forward to seeing the changes.

What I'd really like is a re-released MM1, but I'd settle for a vast errata document covering every creature. ;) I don't think I'll get either, though, to be frank.

I especially like that they're upping Brutes' accuracy. As it is, I hardly ever use brutes of even the same level as my party, anymore - the Avenger, Swordmage, and plate-clad Battlemind all laugh at me with my pitiful attack rolls.

-O
 


Ehh, I like lower-accuracy brutes. The pcs already feel like nothing ever misses them.

Yeah, I never minded the accuracy of brutes either. It IS rather futile generally to use below level brutes, but really the whole concept of a brute is a monster that can unleash scary damage but isn't necessarily the most effective combatant. Its the big dumb strong monster that lumbers into battle and you cringe a bit when it makes an attack, then sigh in relief when it misses or wince when it slaps you hard.

OTOH I'm not really bothered by having brutes be as accurate as skirmishers, they'll be a bit more scary and above average in effectiveness at times, but that just means I'll be less likely to over level them.
 


I think they did plenty of playtesting, in fact i KNOW they did plenty of playtesting, but if you consider the difference between epic characters NOW and epic characters 3 years ago there is a significant difference.
I disagree.
Many of the strongest options available to characters are still from PHB1. Actually, to verify that my new tables are not based on wrong assumptions, I created a 'standard' party using only PHB1 classes (to wit: wizard, fighter, cleric, rogue, ranger), powers, paragon paths and epic destinies. Even without considering feats, magic items powers, critical hits, and action points you end up with a Level 30 party that will eliminate a monster group of an equal level within six rounds*:
The average damage potential in a single round at level 30 was almost 400. With an average to hit percentage of about 55% this is sufficient to do the 1340 damage required to kill a group of five L30 skirmishers.

I'd post more about some of the assumptions I've made to get these numbers but I don't want to derail the thread more than I already have :)

*: note that these are six rounds of basically uninterrupted damage dealing. It's mostly due to the effects of conditions that combat will usually take twice as many rounds.
Also I think there are somewhat different goals for epic tier now than there were originally. Epic tier was always more about telling a story than having PCs on the hairy edge of death at every turn. I don't think run-of-the-mill epic monsters were ever SUPPOSED to be a huge threat, more set dressing and a speed bump on the way to the big bads.
Now that's something I've given some thought, too. One of the assumptions I made for my updated damage table was that an encounter at level 30 should be just as challenging for a L30 party as a level 1 encounter for a L1 party. So, if that was not a design goal, you'd need to use a balancing factor to reflect the intended improved survivability of epic characters. I did some experimenting with this (mostly because I was a bit scared about the damage expressions I had calculated ;)).
I think they mostly underestimated the ability of characters to lock down and neutralize the heavy hitters, which again is a lot more prevalent than it was with PHB1 alone. The thing is you can test stuff all you want, but you almost always end up confirming your existing ideas about things.
That's also probably true. Or rather: They underestimated the willingness (and pervasiveness) of players to optimize their characters. I.e. they seem to have based their numbers on a thoroughly unoptimized party.
Note too that the existing damage progression chart was NEVER followed, not even close, in MM1 and even MM2 monsters are STILL significantly below the numbers in the DMG at higher levels. In fact the few monsters I've seen that actually have damage that hits the numbers in the DMG are usually considered tough monsters.
Well, that wasn't even part of my calculations - I only used the values from the DMG, because there is evidence that the MM1 monsters represent different stages in the evolution of monster design. This is most noticable with the minions:
If you look at their ability/skill bonuses, you'll notice that all of them are wrong unless their level is a multiple of five! For the ability/skill bonuses to be correct, you'd have to change their level to the closest multiple of five.
So, the minions at least underwent some hurried last minute changes before the books went into print.
 
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Someone has somekind of quickfix table for mm1 and 2 ?

This has been suggested elsewhere before, you could add 1 extra die in paragon, 2 extra dice in epic for a quick fix.

So at paragon an Angel of Battle (level 15) would do 2d10+5 with Falchion, and 7d8+7 with storm of blades.

At epic an Efreet Flamestrider (level 23) would do 4d10+8 damage with Scimitar, and 3d6+8 damage with Fiery Grasp.
 

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