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Hit Points. Did 3.0 Or 3.5 Get it Right?
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<blockquote data-quote="Voadam" data-source="post: 9253407" data-attributes="member: 2209"><p>4e minion, elite, solo rules concepts are real easy to adapt into other editions of D&D. </p><p></p><p>I did/do it a lot in 3.5, Pathfinder 1e, and 5e.</p><p></p><p>Minions - change monster hp to 1 and take out fiddly parts as desired so they are easy to run glass cannons that are still a threat if ignored.</p><p></p><p>In 3e an orc guard/horde with a +4 to hit is not going to be much of a threat factor to a warrior with a 25+ AC. A CR appropriate bunch of levelled orcs turned into minions will be an issue by actually threatening hits before being taken out instead of just taking up space on the board and procedurally wiffing. </p><p></p><p>Elite - double attacks and double hp. Maybe give a bonus on resisting suck conditions. Tough stand out leaders/combatants count as two regular opponents, less subject to area of effect spells than two actual opponents but more subject to individual effects.</p><p></p><p>Solos - turn single attacks into area ones, multiply hp by party size or x4. Give a reaction type of thing and resistance to suck conditions. Turns a normal monster into a challenge for the whole party that a group of monsters would be.</p><p></p><p>I believe Trailblazer had some advice for doing so in 3.5.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9253407, member: 2209"] 4e minion, elite, solo rules concepts are real easy to adapt into other editions of D&D. I did/do it a lot in 3.5, Pathfinder 1e, and 5e. Minions - change monster hp to 1 and take out fiddly parts as desired so they are easy to run glass cannons that are still a threat if ignored. In 3e an orc guard/horde with a +4 to hit is not going to be much of a threat factor to a warrior with a 25+ AC. A CR appropriate bunch of levelled orcs turned into minions will be an issue by actually threatening hits before being taken out instead of just taking up space on the board and procedurally wiffing. Elite - double attacks and double hp. Maybe give a bonus on resisting suck conditions. Tough stand out leaders/combatants count as two regular opponents, less subject to area of effect spells than two actual opponents but more subject to individual effects. Solos - turn single attacks into area ones, multiply hp by party size or x4. Give a reaction type of thing and resistance to suck conditions. Turns a normal monster into a challenge for the whole party that a group of monsters would be. I believe Trailblazer had some advice for doing so in 3.5. [/QUOTE]
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Hit Points. Did 3.0 Or 3.5 Get it Right?
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