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<blockquote data-quote="dave2008" data-source="post: 6846455" data-attributes="member: 83242"><p>Now some more thoughts:</p><p></p><p>AC vs HP:</p><p>I like the idea of increasing HP (that is the 5e way after all) instead of AC as it keeps the bounded accuracy going. The issue I ran into is that actually hitting becomes trivial at higher lvl/CR because of higher modifiers. At some point the attack roll become pointless. I think there is a happy medium there of HP increase and AC increase, but I am not sure what it is. Something I will look into more with my epic updates. Also think HP increase is a simpler method of making a monster last long than having a multitude of resistances and immunities.</p><p></p><p>HP increase vs DPR increase:</p><p>As mentioned above I like the HP increase. However, I severely disagree with not increasing DPR. Now, this gets into expected part range as well , so it is complicated, but I feel that what you're creating is a template for a battle that could drag. Lots of HP, but not much DPR was the 4e formula and there was all kinds of complaints about the drag of higher level battles in 4e. I didn't see it that way, but a lot of people did.</p><p></p><p>As noted before, I think a CR 23 monster should be a challenge for a 4 PC. Something like: lvl 20 (medium - hard), level 17-19 (hard - deadly), below 17 (deadly to TPK). To make that happen Juiblex has to hit harder or he isn't going to really threaten the party. He may take some time to finish off, but he will never really threaten the party, and they will slowly whittle him down.</p><p></p><p>Regeneration:</p><p>I really like the idea of making in unstoppable. I think I will have to something like this with my epic updates.</p><p></p><p>Legendary Resistance/ Magic Resistance/ Spell Immunity:</p><p>Celtavian mentioned in another thread he wouldn't use spell immunity and didn't like legendary resistance because he thought it was to much of a nerf for casters and you mentioned limiting spells, but not completely voiding them. Though I like the old school flavor of spell resistance and immunity, I think I am coming around to this philosophy. I don't want to nerf casters, but you do need to give monsters, especially solo monsters, protection. </p><p></p><p>Maybe they have to spend some legendary actions to use legendary resistance? This way, there is still a cost to the monster and thus the spell has had some benefit. I could see that working for immunity to, maybe costing 1 legendary action per level of spell? Seems a bit harsh, but if he's are hitting harder <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> then Juiblex is still in the game even without his legendary actions.</p></blockquote><p></p>
[QUOTE="dave2008, post: 6846455, member: 83242"] Now some more thoughts: AC vs HP: I like the idea of increasing HP (that is the 5e way after all) instead of AC as it keeps the bounded accuracy going. The issue I ran into is that actually hitting becomes trivial at higher lvl/CR because of higher modifiers. At some point the attack roll become pointless. I think there is a happy medium there of HP increase and AC increase, but I am not sure what it is. Something I will look into more with my epic updates. Also think HP increase is a simpler method of making a monster last long than having a multitude of resistances and immunities. HP increase vs DPR increase: As mentioned above I like the HP increase. However, I severely disagree with not increasing DPR. Now, this gets into expected part range as well , so it is complicated, but I feel that what you're creating is a template for a battle that could drag. Lots of HP, but not much DPR was the 4e formula and there was all kinds of complaints about the drag of higher level battles in 4e. I didn't see it that way, but a lot of people did. As noted before, I think a CR 23 monster should be a challenge for a 4 PC. Something like: lvl 20 (medium - hard), level 17-19 (hard - deadly), below 17 (deadly to TPK). To make that happen Juiblex has to hit harder or he isn't going to really threaten the party. He may take some time to finish off, but he will never really threaten the party, and they will slowly whittle him down. Regeneration: I really like the idea of making in unstoppable. I think I will have to something like this with my epic updates. Legendary Resistance/ Magic Resistance/ Spell Immunity: Celtavian mentioned in another thread he wouldn't use spell immunity and didn't like legendary resistance because he thought it was to much of a nerf for casters and you mentioned limiting spells, but not completely voiding them. Though I like the old school flavor of spell resistance and immunity, I think I am coming around to this philosophy. I don't want to nerf casters, but you do need to give monsters, especially solo monsters, protection. Maybe they have to spend some legendary actions to use legendary resistance? This way, there is still a cost to the monster and thus the spell has had some benefit. I could see that working for immunity to, maybe costing 1 legendary action per level of spell? Seems a bit harsh, but if he's are hitting harder ;) then Juiblex is still in the game even without his legendary actions. [/QUOTE]
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