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How good is the new MM? (Thread split)
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<blockquote data-quote="Aegeri" data-source="post: 5433035" data-attributes="member: 78116"><p>I never challenged this, because the basic math is (again) level + 12 + stat. The "+ stat" provides a considerable amount of variation, if the author even realizes that this is the case. The negative modifiers you see is because some monsters have <em>terrible</em> stats, but generally they are pretty consistent. Building creatures in the MB reveals that depending on the primary stat it should be level + 12 + 1. For example a level 10 dex based lurker as Reflex 23. If it has below average (for a monster of that level) fort/con it has fort 21 (not 22). If it has average will it has Will 22. There is room to add more or less to that if the author wants (or in some cases, clearly the whole stat mod).</p><p></p><p><a href="http://www.wizards.com/dnd/files/UpdateJuly2010.pdf" target="_blank">You are mistaken</a>. Monster NADs are a set formula, exactly as I've described. The addition of stat mods is what causes the strange variations between creatures. But it is <em>not</em> correct there is not a set formulae because there is. See pages 184-185 in the original DMG. If you disbelieve, open the monster builder and just increase a creatures level. You will immediately observe that the NADs all rise uniformly by level + 12. To get the variations seen in most monsters, start modifying the stats of the creatures. I have to concede, this is possibly the most poorly understood aspect of making monsters in 4E - because wizards have not made it clear what you're supposed to add (and how much). The concept of adding the monsters stat mod is just buried within the text, but not clearly stated anywhere what that amount is. Not their stat mod + 1/2 level though, some of the monsters with silly nads are because the author didn't realize they shouldn't add stat + 1/2 level. Whoops! </p><p></p><p>Noting that when using the MB the amount the NADs vary is far less than when you're doing it by hand. The MB tends to give a bonus to a NAD depending on what type of creature you are building.</p><p></p><p>Edit: It's worth noting there is a huge amount of author fiat here as well. It is entirely possible to just throw extra points on a NAD deliberately to make it harder to target for some creatures. Hence the really ridiculous variations.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5433035, member: 78116"] I never challenged this, because the basic math is (again) level + 12 + stat. The "+ stat" provides a considerable amount of variation, if the author even realizes that this is the case. The negative modifiers you see is because some monsters have [I]terrible[/I] stats, but generally they are pretty consistent. Building creatures in the MB reveals that depending on the primary stat it should be level + 12 + 1. For example a level 10 dex based lurker as Reflex 23. If it has below average (for a monster of that level) fort/con it has fort 21 (not 22). If it has average will it has Will 22. There is room to add more or less to that if the author wants (or in some cases, clearly the whole stat mod). [URL="http://www.wizards.com/dnd/files/UpdateJuly2010.pdf"]You are mistaken[/URL]. Monster NADs are a set formula, exactly as I've described. The addition of stat mods is what causes the strange variations between creatures. But it is [I]not[/I] correct there is not a set formulae because there is. See pages 184-185 in the original DMG. If you disbelieve, open the monster builder and just increase a creatures level. You will immediately observe that the NADs all rise uniformly by level + 12. To get the variations seen in most monsters, start modifying the stats of the creatures. I have to concede, this is possibly the most poorly understood aspect of making monsters in 4E - because wizards have not made it clear what you're supposed to add (and how much). The concept of adding the monsters stat mod is just buried within the text, but not clearly stated anywhere what that amount is. Not their stat mod + 1/2 level though, some of the monsters with silly nads are because the author didn't realize they shouldn't add stat + 1/2 level. Whoops! Noting that when using the MB the amount the NADs vary is far less than when you're doing it by hand. The MB tends to give a bonus to a NAD depending on what type of creature you are building. Edit: It's worth noting there is a huge amount of author fiat here as well. It is entirely possible to just throw extra points on a NAD deliberately to make it harder to target for some creatures. Hence the really ridiculous variations. [/QUOTE]
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