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JUIBLEX
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<blockquote data-quote="CapnZapp" data-source="post: 6847017" data-attributes="member: 12731"><p>I do not disagree. </p><p></p><p>As for Juiblex, since the difference between your version and the official one wasn't significant, I'm inclined to not change the number unless I have a good reason. </p><p></p><p>You, on the other hand, you're rebuilding the epic threats from scratch using your own base tables. That you don't end up at the exact same numbers is not surprising.</p><p></p><p>In general, I think I can understand how WotC lets AC taper off like in their DMG tables - I think their idea is that as you approach level 20, you're supposed to feel more and more invincible. Level 20 is their end game. You're <em>supposed to</em> feel nothing can make you miss at that level. </p><p></p><p>The logical problems of having a level 20 character be all-powerful doesn't need to get adressed, because you're supposed to simply stop playing, retire that hero and start over at level 1. Something like that.</p><p></p><p>But for you it isn't. Your goal is to have stats that support a world with greater gods that remain firmly untouchable for greenhorn level 20 newbs <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Since you have a completely different design goal, I would say that your tables are better for what you want but their tables are sufficient for their (different and less ambitious goals).</p><p></p><p>My goals lie in between. Unlike you I'm not concerned with epic/immortal play. Unlike WotC I have to worry about characters performing WAY above their expected paygrade. </p><p></p><p></p><p>I understand your point. </p><p></p><p>I'll have to defer my comments until I've seen for myself what kind of damage output a Solo monster needs to have to get the attention of a level N party.</p><p></p><p>Where N is in the mid- to high teens. At the current level, Juiblex attacks and damage is plenty enough. </p><p></p><p>Assuming he can bring his guns to bear - which is the core of my concern, and the reason for tweaking him.</p><p></p><p></p><p>To be honest, I'm not saying it must be completely unstoppable. </p><p></p><p>But I am damned sure no level zero cantrip should be enough. </p><p></p><p>And I also don't want the same old trick that works for Trolls to work on Demon Lords.</p><p></p><p>So, I suggest one out of two possible routes: the quality route or the quantity route.</p><p></p><p>The quantity route simply adds (example): "If Juiblex takes <strong>more than 20 points</strong> of fire or radiant damage from a single attack, the regeneration trait does not function at the start of his next turn". The intent here is that: yes, you can shut down his regeneration, but only if you expend a significant resource. (You would be doing that anyway, but it does send the signal that a single Firebolt cantrip or Flaming Sword blow doesn't do the job automatically, and that the flaming lamp oil definitely won't work any longer)</p><p></p><p>The quality route is more quest-friendly, because it says "If Juiblex is harmed by <em>the blessed horn of a Unicorn</em>, he cannot regenerate at the start of his next turn" or perhaps "If Juiblex takes <strong>blessed fire</strong> or <strong>holy radiant</strong> damage, ..." In both cases, the intent is that the unprepared party has to endure his regeneration, while the prepared party can dismiss it as easily as the RAW regen can be dismissed by pretty much any party.</p><p></p><p>In both cases we add: "The above are the only ways to prevent Juiblex from regenerating, short of divine intervention." Because we do not stand for the crap caused by the sloppy Chill Touch designer.</p><p></p><p></p><p></p><p></p><p></p><p>Yeah, I haven't seen high level play yet, but I feel spellcasters get so few high level spells it's a shame they can be trivially ignored by the very threats the spellcasters want to use them on!</p><p></p><p>And the obvious tactic: throwing mid-level threats at the monster in the hopes it will spend its three saves, and THEN fire the big gun seems a distractingly abstract and meta tactic that doesn't sound like fun. </p><p></p><p>Also, making me the DM have to choose "do I let this spell thru and save my last legendary save, or do I stop it" is not what I want to be doing when I DM my monsters.</p><p></p><p>Also, it seems from forum discussion that the few spells that does not have the save-every-round mechanism are the ones people find worthwhile to use, and get the high ratings in guides. Maze, Forcecage, etc.</p><p></p><p>My thinking is: what happens when all these spells work, but perhaps only for one round? Then you actually INCREASE spell variety, since now all those save-every-round spells aren't markedly inferior any longer.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6847017, member: 12731"] I do not disagree. As for Juiblex, since the difference between your version and the official one wasn't significant, I'm inclined to not change the number unless I have a good reason. You, on the other hand, you're rebuilding the epic threats from scratch using your own base tables. That you don't end up at the exact same numbers is not surprising. In general, I think I can understand how WotC lets AC taper off like in their DMG tables - I think their idea is that as you approach level 20, you're supposed to feel more and more invincible. Level 20 is their end game. You're [I]supposed to[/I] feel nothing can make you miss at that level. The logical problems of having a level 20 character be all-powerful doesn't need to get adressed, because you're supposed to simply stop playing, retire that hero and start over at level 1. Something like that. But for you it isn't. Your goal is to have stats that support a world with greater gods that remain firmly untouchable for greenhorn level 20 newbs :) Since you have a completely different design goal, I would say that your tables are better for what you want but their tables are sufficient for their (different and less ambitious goals). My goals lie in between. Unlike you I'm not concerned with epic/immortal play. Unlike WotC I have to worry about characters performing WAY above their expected paygrade. I understand your point. I'll have to defer my comments until I've seen for myself what kind of damage output a Solo monster needs to have to get the attention of a level N party. Where N is in the mid- to high teens. At the current level, Juiblex attacks and damage is plenty enough. Assuming he can bring his guns to bear - which is the core of my concern, and the reason for tweaking him. To be honest, I'm not saying it must be completely unstoppable. But I am damned sure no level zero cantrip should be enough. And I also don't want the same old trick that works for Trolls to work on Demon Lords. So, I suggest one out of two possible routes: the quality route or the quantity route. The quantity route simply adds (example): "If Juiblex takes [B]more than 20 points[/B] of fire or radiant damage from a single attack, the regeneration trait does not function at the start of his next turn". The intent here is that: yes, you can shut down his regeneration, but only if you expend a significant resource. (You would be doing that anyway, but it does send the signal that a single Firebolt cantrip or Flaming Sword blow doesn't do the job automatically, and that the flaming lamp oil definitely won't work any longer) The quality route is more quest-friendly, because it says "If Juiblex is harmed by [I]the blessed horn of a Unicorn[/I], he cannot regenerate at the start of his next turn" or perhaps "If Juiblex takes [B]blessed fire[/B] or [B]holy radiant[/B] damage, ..." In both cases, the intent is that the unprepared party has to endure his regeneration, while the prepared party can dismiss it as easily as the RAW regen can be dismissed by pretty much any party. In both cases we add: "The above are the only ways to prevent Juiblex from regenerating, short of divine intervention." Because we do not stand for the crap caused by the sloppy Chill Touch designer. Yeah, I haven't seen high level play yet, but I feel spellcasters get so few high level spells it's a shame they can be trivially ignored by the very threats the spellcasters want to use them on! And the obvious tactic: throwing mid-level threats at the monster in the hopes it will spend its three saves, and THEN fire the big gun seems a distractingly abstract and meta tactic that doesn't sound like fun. Also, making me the DM have to choose "do I let this spell thru and save my last legendary save, or do I stop it" is not what I want to be doing when I DM my monsters. Also, it seems from forum discussion that the few spells that does not have the save-every-round mechanism are the ones people find worthwhile to use, and get the high ratings in guides. Maze, Forcecage, etc. My thinking is: what happens when all these spells work, but perhaps only for one round? Then you actually INCREASE spell variety, since now all those save-every-round spells aren't markedly inferior any longer. [/QUOTE]
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