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How often do you tweak monsters?
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<blockquote data-quote="Kannon" data-source="post: 5552683" data-attributes="member: 95097"><p>I rather like going off-book. It lets me mess with my DM-players (Which I always have at least one, it seems), and tweak things I don't like about whichever system I'm using. I also ascribe to saying yes to my players as much as possible, and try to kill them in combat.</p><p></p><p>I'm also blessed with clever players that want to do more than smash things and take their loot. (And a curiously sympathetic unaligned tiefling warlord.) All of this frequently means I need to change things on the fly. I've yet to run more than one stock monster in a combat, in my most recent (Dark Sun) campaign. It's about even so far nerfing monsters and bulking them up.</p><p></p><p>For example, here was their last encounter of level 1:</p><p></p><p></p><p>[code]Id Fiend Level 1 Solo Controller</p><p>Large aberrant magical beast (reptile) XP 500</p><p>HP 120; Bloodied 60</p><p>AC 15; Fortitude 14; Reflex 12; Will 13</p><p>Speed 6</p><p>Immune fear; Resist psychic</p><p>Saving Throws +5; Action Points 2</p><p>Initiative +0</p><p>Perception +8</p><p>Darkvision</p><p>Standard Actions</p><p>m Quick Slash • At-Will</p><p>Attack: +6 vs. AC</p><p>Hit: 1d6 + 5 damage.</p><p>Effect: Before the attack, the id fiend shifts 1 square.</p><p>m Snapping Jaws • At-Will</p><p>Attack: +6 vs. AC</p><p>Hit: 2d6 + 5 damage.</p><p>Effect: Before the attack, the id fiend slides the target 1 square.</p><p>M Double Attack • At-Will</p><p>Effect: The id fiend attacks twice, using any of quick slash, snapping jaws, or solid shadows.</p><p>C Manifest Fear (fear, illusion) • Recharge 5 6</p><p>Attack: Close burst 5 (enemies in burst); +4 vs. Will</p><p>Hit: 1d6 + 5 The target is dazed and slowed until the end of the id fiend's next turn.</p><p>Minor Actions</p><p>R Solid Shadows (psychic, illusion) • At-Will</p><p>Attack: Ranged 15 (one creature); +4 vs. Will</p><p>Hit: 1d10 + 4 psychic damage and the id fiend slides the target 1 square.</p><p>R Fearful Torment (psychic) • At-Will</p><p>Attack: Ranged 10 (one or two dazed creatures); +4 vs. Will</p><p>Hit: The target makes a basic attack (Melee or ranged) against a target of the Id Fiend's choice.</p><p>Triggered Actions</p><p>Whipping Tail • Recharge 5 6</p><p>Trigger: An enemy moves within 2 squares of the id fiend without shifting or teleporting.</p><p>Attack (Immediate Interrupt): Melee 2 (triggering enemy); +6 vs. AC</p><p>Hit: 1d8 + 5 and the target falls prone.</p><p>Skills Insight +8, Stealth +5</p><p>Str 19 (+4) Dex 10 (+0) Wis 16 (+3)</p><p>Con 14 (+2) Int 13 (+1) Cha 10 (+0)[/code]</p><p></p><p></p><p>With about 6 of these:</p><p></p><p>[code]Phantasmal Knights Level 2 Minion</p><p>Medium natural humanoid XP 31</p><p>HP 1; a missed attack never damages a minion</p><p>AC 17; Fortitude 13; Reflex 11; Will 13</p><p>Speed 6</p><p>Initiative +1</p><p>Perception +1</p><p></p><p>Traits</p><p>Knight's Defense</p><p>The Phantasmal Knight gains a +2 power bonus to all defenses while at least two other Phantasmal Knights are within 5 squares of it.</p><p>Standard Actions</p><p>m Longsword (weapon) • At-Will</p><p>Attack: +6 vs. AC</p><p>Hit: 6 damage.</p><p>Other Powers</p><p>Aura of Madness</p><p>Action: Opportunity.</p><p>Effect: The human rabble slides the triggering creature 1 square.</p><p>Psychic Feedback (psychic)</p><p>Effect: Each enemy adjacent to one or more human rabble takes 2 psychic damage.</p><p>Str 14 (+3) Dex 10 (+1) Wis 10 (+1)</p><p>Con 12 (+2) Int 9 (+0) Cha 11 (+1)</p><p>[/code]</p><p></p><p>Which they then "figured out" (By which I mean I liked the idea enough to go with it) that with all of the other illusions, maybe the knights were illusions too?</p><p>Particularly astute characters picked up that they were illusions, A DC 22 perception check (The mean base perception is 18). Which the party mage then crit a standard action arcana check to break the illusion to reveal they were all:</p><p></p><p>[code]Crazed Human Rabble Level 2 Minion</p><p>Medium natural humanoid XP 31</p><p>HP 1; a missed attack never damages a minion</p><p>AC 15; Fortitude 13; Reflex 11; Will 11</p><p>Speed 6</p><p>Initiative +1</p><p>Perception +1</p><p></p><p>Standard Actions</p><p>m Club (weapon) • At-Will</p><p>Attack: +6 vs. AC</p><p>Hit: 4 damage.</p><p>Other Powers</p><p>Psychic Feedback (psychic)</p><p>Effect: Each enemy adjacent to one or more human rabble takes 2 psychic damage.</p><p>Str 14 (+3) Dex 10 (+1) Wis 10 (+1)</p><p>Con 12 (+2) Int 9 (+0) Cha 11 (+1)</p><p>[/code]</p><p></p><p>Half of which I came up with on the fly. So the math is likely all kinds of broken. But they got through the rest of the dungeon unscathed (using diplomacy rather than fighting with the humans under the Id Fiend's sway farther in), being very clever when it came to traps, and rolling exceptionally well. And so rather than have just the id fiend and a couple of minions they'd curbstomp for an anti-climactic battle, I added a ton more minions and added a couple of ranged powers and let him get in 3 attacks a round.</p><p></p><p>I can't be the only one who has done this before. So I'm curious as to what some of the other ENWorld DMs have come up with when the players muck up the best laid plans.</p></blockquote><p></p>
[QUOTE="Kannon, post: 5552683, member: 95097"] I rather like going off-book. It lets me mess with my DM-players (Which I always have at least one, it seems), and tweak things I don't like about whichever system I'm using. I also ascribe to saying yes to my players as much as possible, and try to kill them in combat. I'm also blessed with clever players that want to do more than smash things and take their loot. (And a curiously sympathetic unaligned tiefling warlord.) All of this frequently means I need to change things on the fly. I've yet to run more than one stock monster in a combat, in my most recent (Dark Sun) campaign. It's about even so far nerfing monsters and bulking them up. For example, here was their last encounter of level 1: [code]Id Fiend Level 1 Solo Controller Large aberrant magical beast (reptile) XP 500 HP 120; Bloodied 60 AC 15; Fortitude 14; Reflex 12; Will 13 Speed 6 Immune fear; Resist psychic Saving Throws +5; Action Points 2 Initiative +0 Perception +8 Darkvision Standard Actions m Quick Slash • At-Will Attack: +6 vs. AC Hit: 1d6 + 5 damage. Effect: Before the attack, the id fiend shifts 1 square. m Snapping Jaws • At-Will Attack: +6 vs. AC Hit: 2d6 + 5 damage. Effect: Before the attack, the id fiend slides the target 1 square. M Double Attack • At-Will Effect: The id fiend attacks twice, using any of quick slash, snapping jaws, or solid shadows. C Manifest Fear (fear, illusion) • Recharge 5 6 Attack: Close burst 5 (enemies in burst); +4 vs. Will Hit: 1d6 + 5 The target is dazed and slowed until the end of the id fiend's next turn. Minor Actions R Solid Shadows (psychic, illusion) • At-Will Attack: Ranged 15 (one creature); +4 vs. Will Hit: 1d10 + 4 psychic damage and the id fiend slides the target 1 square. R Fearful Torment (psychic) • At-Will Attack: Ranged 10 (one or two dazed creatures); +4 vs. Will Hit: The target makes a basic attack (Melee or ranged) against a target of the Id Fiend's choice. Triggered Actions Whipping Tail • Recharge 5 6 Trigger: An enemy moves within 2 squares of the id fiend without shifting or teleporting. Attack (Immediate Interrupt): Melee 2 (triggering enemy); +6 vs. AC Hit: 1d8 + 5 and the target falls prone. Skills Insight +8, Stealth +5 Str 19 (+4) Dex 10 (+0) Wis 16 (+3) Con 14 (+2) Int 13 (+1) Cha 10 (+0)[/code] With about 6 of these: [code]Phantasmal Knights Level 2 Minion Medium natural humanoid XP 31 HP 1; a missed attack never damages a minion AC 17; Fortitude 13; Reflex 11; Will 13 Speed 6 Initiative +1 Perception +1 Traits Knight's Defense The Phantasmal Knight gains a +2 power bonus to all defenses while at least two other Phantasmal Knights are within 5 squares of it. Standard Actions m Longsword (weapon) • At-Will Attack: +6 vs. AC Hit: 6 damage. Other Powers Aura of Madness Action: Opportunity. Effect: The human rabble slides the triggering creature 1 square. Psychic Feedback (psychic) Effect: Each enemy adjacent to one or more human rabble takes 2 psychic damage. Str 14 (+3) Dex 10 (+1) Wis 10 (+1) Con 12 (+2) Int 9 (+0) Cha 11 (+1) [/code] Which they then "figured out" (By which I mean I liked the idea enough to go with it) that with all of the other illusions, maybe the knights were illusions too? Particularly astute characters picked up that they were illusions, A DC 22 perception check (The mean base perception is 18). Which the party mage then crit a standard action arcana check to break the illusion to reveal they were all: [code]Crazed Human Rabble Level 2 Minion Medium natural humanoid XP 31 HP 1; a missed attack never damages a minion AC 15; Fortitude 13; Reflex 11; Will 11 Speed 6 Initiative +1 Perception +1 Standard Actions m Club (weapon) • At-Will Attack: +6 vs. AC Hit: 4 damage. Other Powers Psychic Feedback (psychic) Effect: Each enemy adjacent to one or more human rabble takes 2 psychic damage. Str 14 (+3) Dex 10 (+1) Wis 10 (+1) Con 12 (+2) Int 9 (+0) Cha 11 (+1) [/code] Half of which I came up with on the fly. So the math is likely all kinds of broken. But they got through the rest of the dungeon unscathed (using diplomacy rather than fighting with the humans under the Id Fiend's sway farther in), being very clever when it came to traps, and rolling exceptionally well. And so rather than have just the id fiend and a couple of minions they'd curbstomp for an anti-climactic battle, I added a ton more minions and added a couple of ranged powers and let him get in 3 attacks a round. I can't be the only one who has done this before. So I'm curious as to what some of the other ENWorld DMs have come up with when the players muck up the best laid plans. [/QUOTE]
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