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General Tabletop Discussion
*Pathfinder & Starfinder
How do you feel about monster templates?
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<blockquote data-quote="Xyrlove Woodsoul" data-source="post: 5643111" data-attributes="member: 86857"><p>I like them, and I wish there were more of them. A lot need to be tweeked here and there (but what in the hell in this game doesn't? Especially, monsters.), and a lot of times their powers have to be given new names and such to fit the type of monster- but I think that part is fun. And the templates come in handy for me, being that, given the lack of epic monsters, I have to turn a lot of standard monsters into elites, and I often don't have the time to sort through 1, 000 powers in monster blocks to find exactly what i want, homebrew-style.</p><p>A lot of people think the templates are underpowered (and a bunch are, as is), but sometimes they can be deadly; recenty i gave some oni thunderers and marut castigator icons the grizzled veteran template from DMG II and they pushed the party to the limit.</p><p>The problem I always have when I'm done making an elite, is I always ask myself; is it too weak? Is it too powerful? I like making sure they can make two attacks every round, except, it sometimes can become a problem when an elite has a double attack, i.e., "make two MBA's," and then it spends an action point, and can whail on some poor character four times in one turn. In general, I like giving elites a couple multi attack encounter and/or recharge powers, and then some sort of immediate attack. I try to stay away from allowing the possibility of one being able to make four attacks against one enemy on a turn (via an action point). *frankly, I really don't see where an Elite's action point fits into the equation really, so long as it has the proper powers*</p><p>The real curfuffle is trying to give a monster a class template, namely, class powers. That's the biggest headache in the world, methinks (and looking for insight into that is exactly how I stumbled upon this thread).</p></blockquote><p></p>
[QUOTE="Xyrlove Woodsoul, post: 5643111, member: 86857"] I like them, and I wish there were more of them. A lot need to be tweeked here and there (but what in the hell in this game doesn't? Especially, monsters.), and a lot of times their powers have to be given new names and such to fit the type of monster- but I think that part is fun. And the templates come in handy for me, being that, given the lack of epic monsters, I have to turn a lot of standard monsters into elites, and I often don't have the time to sort through 1, 000 powers in monster blocks to find exactly what i want, homebrew-style. A lot of people think the templates are underpowered (and a bunch are, as is), but sometimes they can be deadly; recenty i gave some oni thunderers and marut castigator icons the grizzled veteran template from DMG II and they pushed the party to the limit. The problem I always have when I'm done making an elite, is I always ask myself; is it too weak? Is it too powerful? I like making sure they can make two attacks every round, except, it sometimes can become a problem when an elite has a double attack, i.e., "make two MBA's," and then it spends an action point, and can whail on some poor character four times in one turn. In general, I like giving elites a couple multi attack encounter and/or recharge powers, and then some sort of immediate attack. I try to stay away from allowing the possibility of one being able to make four attacks against one enemy on a turn (via an action point). *frankly, I really don't see where an Elite's action point fits into the equation really, so long as it has the proper powers* The real curfuffle is trying to give a monster a class template, namely, class powers. That's the biggest headache in the world, methinks (and looking for insight into that is exactly how I stumbled upon this thread). [/QUOTE]
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How do you feel about monster templates?
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