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How would you improve monsters?
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<blockquote data-quote="Tinker-TDC" data-source="post: 8149573" data-attributes="member: 6802653"><p>First, gotta second (and third, and fourth, and fifth) that 4e should be a major source of inspiration.</p><p></p><p>Second: Each monster should have at least 3 abilities and at most 6 abilities (maybe more that are purely utility). Name some abilities and give them levels like spells if they seem magical so the counterspeller can have their fun. Abilities should also be of at least two action types (action, bonus action, reaction) so they can actually USE all of their stuff. Maybe add bloodied back in as a "Cannot be used while bloodied/Can only be used while bloodied/Charges on bloodied" type thing for battle pacing.</p><p></p><p>Third: Consider legendary variants. Seems weird that legendary creatures have two unique resources (resistances and actions) but they're always in threes. A legendary goblin boss with one legendary action and one legendary resist seems like a totally viable option (though I'd also nerf what legendary resist is, possibly making something like "this many rerolls after failed saves.")</p><p></p><p>Fourth: Add variation through tables. I'd say the easy ones are environment (including lairs), treasure (or otherwise loot-the-bodies), unique abilities, and maybe variations for 4e style roles. These are mainly things for replayability. Consider the goblin:</p><p></p><p>Environmental factors:</p><p>1. Forest: Hidden walkways in the trees to move at a fast pace.</p><p>2. Forest: Cages made of sticks. DC12 to spot and dodge. AC8, 10hp.</p><p>3. Plains: Pitfalls dug and shoddily covered ahead of time.</p><p>4. Mountains: Rolling Boulder Trap. Requires action to set off. </p><p>5. Caves: Load-bearing supports. If the supports take x damage or are intentionally hit with a hammer 15ft of ceiling collapses.</p><p>6. Caves: Full of tunnels that only a small-sized creature can fit through.</p><p></p><p>Treasures:</p><p>1. d6 arrows.</p><p>2. d4 silver pieces.</p><p>3. A scimitar in good condition.</p><p>4. An angry rat in a pouch.</p><p>5. Some primitive cheese. </p><p>6. A gold piece.</p><p></p><p>Goblin Variants:</p><p>1. Poisoned Arrows: Ranged attacks deal an additional d4 poison.</p><p>2. Sadistic: Goblins always make one attack against an opponent that has been reduced to 0hp.</p><p>3. Feral: Goblins do not make ranged attacks but can leap 10 feet as a free action before making a melee attack.</p><p>4. From the Shadows: A goblin that doesn't move has advantage on its stealth check during that turn.</p><p>5. The Hornet's Nest: A single goblin can hurl a beehive. The bees attack indiscriminately starting with whoever is closest.</p><p>6. Nocturnal: This goblin has disadvantage on saving throws while in bright light.</p><p></p><p>Roles:</p><p>1. Minion: This creature always rolls the minimum amount on its hit dice but never takes damage from failed saves or missed attacks.</p><p>2. Skirmisher: This creature has +2 AC and +1 to hit in melee.</p><p>3. Brute: This creature has an additional damage die on melee attacks and always rolls the maximum amount on its hit dice.</p><p>4. Artillery: This creature has +1 to hit on ranged attacks.</p><p>5. Solo: This creature has double its maximum HP and rolls initiative twice in combat (once at its initiative roll and once at its initiative roll -10.) Once its HP are reduced to half remove one of its turns.</p><p>6. Leader: This creature gains one use of legendary resistance and one legendary action per round that can be used to make a weapon attack, move up to half its speed, or allow an ally to move up to half its speed to a position where it stands between the leader and a hostile creature. If any morale type rules are in effect creatures within 30ft of the leader have advantage on morale checks.</p><p></p><p>I could also see a table for rumors that says "Choose two to be true and one to be false." or something like that for the type of more solo monsters that a player character might research like Vampires or Liches.</p><p></p><p>Fifth would probably be a one-sentence of how to best run them ala The Monsters Know What They're Doing or the tactics from 4e statblocks.</p></blockquote><p></p>
[QUOTE="Tinker-TDC, post: 8149573, member: 6802653"] First, gotta second (and third, and fourth, and fifth) that 4e should be a major source of inspiration. Second: Each monster should have at least 3 abilities and at most 6 abilities (maybe more that are purely utility). Name some abilities and give them levels like spells if they seem magical so the counterspeller can have their fun. Abilities should also be of at least two action types (action, bonus action, reaction) so they can actually USE all of their stuff. Maybe add bloodied back in as a "Cannot be used while bloodied/Can only be used while bloodied/Charges on bloodied" type thing for battle pacing. Third: Consider legendary variants. Seems weird that legendary creatures have two unique resources (resistances and actions) but they're always in threes. A legendary goblin boss with one legendary action and one legendary resist seems like a totally viable option (though I'd also nerf what legendary resist is, possibly making something like "this many rerolls after failed saves.") Fourth: Add variation through tables. I'd say the easy ones are environment (including lairs), treasure (or otherwise loot-the-bodies), unique abilities, and maybe variations for 4e style roles. These are mainly things for replayability. Consider the goblin: Environmental factors: 1. Forest: Hidden walkways in the trees to move at a fast pace. 2. Forest: Cages made of sticks. DC12 to spot and dodge. AC8, 10hp. 3. Plains: Pitfalls dug and shoddily covered ahead of time. 4. Mountains: Rolling Boulder Trap. Requires action to set off. 5. Caves: Load-bearing supports. If the supports take x damage or are intentionally hit with a hammer 15ft of ceiling collapses. 6. Caves: Full of tunnels that only a small-sized creature can fit through. Treasures: 1. d6 arrows. 2. d4 silver pieces. 3. A scimitar in good condition. 4. An angry rat in a pouch. 5. Some primitive cheese. 6. A gold piece. Goblin Variants: 1. Poisoned Arrows: Ranged attacks deal an additional d4 poison. 2. Sadistic: Goblins always make one attack against an opponent that has been reduced to 0hp. 3. Feral: Goblins do not make ranged attacks but can leap 10 feet as a free action before making a melee attack. 4. From the Shadows: A goblin that doesn't move has advantage on its stealth check during that turn. 5. The Hornet's Nest: A single goblin can hurl a beehive. The bees attack indiscriminately starting with whoever is closest. 6. Nocturnal: This goblin has disadvantage on saving throws while in bright light. Roles: 1. Minion: This creature always rolls the minimum amount on its hit dice but never takes damage from failed saves or missed attacks. 2. Skirmisher: This creature has +2 AC and +1 to hit in melee. 3. Brute: This creature has an additional damage die on melee attacks and always rolls the maximum amount on its hit dice. 4. Artillery: This creature has +1 to hit on ranged attacks. 5. Solo: This creature has double its maximum HP and rolls initiative twice in combat (once at its initiative roll and once at its initiative roll -10.) Once its HP are reduced to half remove one of its turns. 6. Leader: This creature gains one use of legendary resistance and one legendary action per round that can be used to make a weapon attack, move up to half its speed, or allow an ally to move up to half its speed to a position where it stands between the leader and a hostile creature. If any morale type rules are in effect creatures within 30ft of the leader have advantage on morale checks. I could also see a table for rumors that says "Choose two to be true and one to be false." or something like that for the type of more solo monsters that a player character might research like Vampires or Liches. Fifth would probably be a one-sentence of how to best run them ala The Monsters Know What They're Doing or the tactics from 4e statblocks. [/QUOTE]
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