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How would you improve monsters?
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<blockquote data-quote="NotAYakk" data-source="post: 8148366" data-attributes="member: 72555"><p>Bring back OD&D HD-and-stars.</p><p></p><p>But maybe with tweaks.</p><p></p><p>5- HD is "5 HD, but weak".</p><p>5 HD is "5 HD, normal; tends to be easier to run".</p><p>5+ HD is "5 HD, extra tough. Worth double".</p><p>5* HD is "5 HD, crazy tough. Worth 4x".</p><p>5! HD is "5 HD, trap creature" (like an intellect devourer)</p><p></p><p>Encounter building becomes adding up HD.</p><p></p><p>This is also similar to the 4e minion/normal/elite/solo system, except for minions we just tend to use lower HD normal monsters.</p><p></p><p>The explicit marking of (!) on trap monsters -- swingy or whatever -- is just there to give the DM a sign of possible issues. So they don't stumble on it.</p><p></p><p>HD doesn't depend on the monster's size under such a system (although it can tend to).</p><p></p><p>The monster building rules would start with the monster's HD, then tell you if it is a -, normal, + or * based off of its damage output, defences, and HP. You'd have to use your own judgement for !.</p><p></p><p>Encounter building would take your PCs and map them to a HD total threshold for easy/medium/hard/deadly. DMs would be encouraged to ramp up/down the PC budget based off experience (tactics, build, gear, etc).</p><p></p><p>---</p><p></p><p>The monsters themselves, the - + * would align with how complex the creature can be to run.</p><p></p><p>Explicit squad rules would exist to simplify running "6 goblins"; instead of tracking resources per goblin, they can be per squad, and the squad can even have a morale system. (for example, a goblin could have 1/encounter "force a reroll on an attack; if it misses, counter attack"; doing that for a bunch of goblins sucks. A squad of goblins could have a collective "1 per turn" ability similar to that; less tracking)</p><p></p><p>The individual goblins remain individual goblins. We just get rules for handing 6 of them at once.</p><p></p><p>With HP-like morale rules on squads, defeating 6 goblins doesn't have to involve killing all 6. Drop their leader and they lose morale. Kill 2 more, and the goblins break and flee.</p><p></p><p>---</p><p></p><p>Like many said, more creatures with 4e like abilities, especially + and * monsters. Normal and - monsters can be more boring when they don't form a squad.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8148366, member: 72555"] Bring back OD&D HD-and-stars. But maybe with tweaks. 5- HD is "5 HD, but weak". 5 HD is "5 HD, normal; tends to be easier to run". 5+ HD is "5 HD, extra tough. Worth double". 5* HD is "5 HD, crazy tough. Worth 4x". 5! HD is "5 HD, trap creature" (like an intellect devourer) Encounter building becomes adding up HD. This is also similar to the 4e minion/normal/elite/solo system, except for minions we just tend to use lower HD normal monsters. The explicit marking of (!) on trap monsters -- swingy or whatever -- is just there to give the DM a sign of possible issues. So they don't stumble on it. HD doesn't depend on the monster's size under such a system (although it can tend to). The monster building rules would start with the monster's HD, then tell you if it is a -, normal, + or * based off of its damage output, defences, and HP. You'd have to use your own judgement for !. Encounter building would take your PCs and map them to a HD total threshold for easy/medium/hard/deadly. DMs would be encouraged to ramp up/down the PC budget based off experience (tactics, build, gear, etc). --- The monsters themselves, the - + * would align with how complex the creature can be to run. Explicit squad rules would exist to simplify running "6 goblins"; instead of tracking resources per goblin, they can be per squad, and the squad can even have a morale system. (for example, a goblin could have 1/encounter "force a reroll on an attack; if it misses, counter attack"; doing that for a bunch of goblins sucks. A squad of goblins could have a collective "1 per turn" ability similar to that; less tracking) The individual goblins remain individual goblins. We just get rules for handing 6 of them at once. With HP-like morale rules on squads, defeating 6 goblins doesn't have to involve killing all 6. Drop their leader and they lose morale. Kill 2 more, and the goblins break and flee. --- Like many said, more creatures with 4e like abilities, especially + and * monsters. Normal and - monsters can be more boring when they don't form a squad. [/QUOTE]
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