evilbob
Adventurer
If you're trying to distribute loot to the PCs and you'd like a particular item to be found on a "bad guy," do you have the bad guy able to use that item's abilities/boosts or just run him as normal and the item is just there when he's dead?
I know in the back of the DMG they have a wyrmpriest with an item that he uses, but I was thinking more about something like an amulet of protection +2. This item raises the bad guy's defenses pretty significantly - almost to the point that he'd be considered one level higher. In fact, add a +1 weapon and he -is- over one level higher. So do you raise the level of the bad guy when giving XP? Or just ignore the item stats and run as normal? (Maybe this is why half the XP values for the adventure in the back of the DMG are wrong? I thought it was just another example of bad copy-editing...)
I know how it would have worked in 3.5 but 4.0 mobs are set up entirely differently; they seemed designed to be very static. Any suggestions?
I know in the back of the DMG they have a wyrmpriest with an item that he uses, but I was thinking more about something like an amulet of protection +2. This item raises the bad guy's defenses pretty significantly - almost to the point that he'd be considered one level higher. In fact, add a +1 weapon and he -is- over one level higher. So do you raise the level of the bad guy when giving XP? Or just ignore the item stats and run as normal? (Maybe this is why half the XP values for the adventure in the back of the DMG are wrong? I thought it was just another example of bad copy-editing...)
I know how it would have worked in 3.5 but 4.0 mobs are set up entirely differently; they seemed designed to be very static. Any suggestions?