A fair point. If the only legendary actions available were to fall prone, then that's less powerful than having an expanded crit range or being able to cast low-level spells.
Having six d10 superiority die is nothing to sneeze at. And it's not going to be very fun for the target of a high level NPC fighter when it comes up and makes six attacks and can add a d10 to any hit (or 2d10 to any crit), while also knocking your weapon away and dropping you prone.
Instead, why not have it make three attacks and a couple Legendary Actions? Space out the attacks over the round. One of which could be an attack costing two actions while another could be movement, and a third could be a tripping attack or knockback.
Which makes the fight more dynamic, as when you get near the Lord Commander of the Knighthood he smacks you with his shield and pushes you back ten feet. And then after the wizard's turn the Lord Commander shifts fifteen feet across the battlefield.
We're not talking major dramatic stuff here. Just actions in line with the Legendary Actions of other monsters.
But that's not the point of this thread, as far a I can tell. The point of this thread is to give an NPC the ability to seriously challenge an entire party, which is far beyond the power range of any subclass.
No, it's beyond the ability of a
balanced subclass meant for
player characters. But, again, we're talking about hypothetical NPC subclasses. It's not meant for players. Why on Earth should it be balanced the same? Why on earth would you use the exact same abilities for a monster that is going to be in three rounds of combat before expiring as you would for a character that is going to be in over 1200 rounds of combat spread over twenty levels??
Do monsters even need exploration based abilities?
Again, the question is why should NPCs be limited ONLY to the options PCs have when even PCs aren't
entirely limited to that content. New subclasses can be invented at any time. If I have a player that wants to play a shield master that is all about using shields offensively in combat, why shouldn't I homebrew a subclass for that player? Why should they be limited to the book's options?
By that same right, if I want an NPC fighter that is all about smacking people with shields, why can't it have a unique power related to shield bashing?
The problem occurs when an NPC fighter can do something much, much cooler than a PC fighter. Especially when it's something the PC wants to be good at as well. But if the NPC does things close to the PCs but *slightly* differently, then it doesn't matter. If an NPC has an ability that lets them disarm, then the Battlemaster is still better as it can disarm
and deal damage. If the NPC has a riposte ability that lets it counterattack after a miss, then the Battlemaster is still better, since it can counterattack
and deal bonus damage.
So long as the action
feels in line with a player character powers, then it's easier to accept.
Plus, it's not like the players are going to know exactly what the statblock says. They're only going to get a fraction of the information as relayed by the DM. The bit that's relevant to them. To the players, there's no functional difference between Legendary Actions and an NPC with extra Reactions.
And we are talking about NPCs... of legend. By definition they're not normal NPCs. They're the equivalent of epic characters. And what are epic level characters capable of? Well, we don't have rules for that. So why should the boss monsters be hindered and limited because the game doesn't support level 21+ characters?
If you say that it works this way because it's just a game, then you lose anyone who is invested in it as more than just a game. Saying that it's just a game, and not to worry about it, is a flimsy excuse for inconsistent design. At the very least, it's declaring a strong Gamist priority, which will turn away players who don't share that same preference.
D&D is a game. It's always been a game. First and foremost it has to work as a game, because if it doesn't it's not going to be fun. When the game aspect is running smoothly, it's easiest to ignore and focus on the story and the narrative. When the game is being problematic and is drawing attention to itself, that is going to take you out of the story.
A balance needs to be struck. As such, a challenging boss fights should work as boss fights. If the bosses aren't challenging and a real threat, then it breaks the narrative. It feels anticlimactic. It doesn't match the tone of the unfolding story. Now, at the same level, the abilities of the boss also shouldn't be beyond the realm of possibility or that too breaks the narrative.
But I think modern players are going to be a bit more forgiving of special abilities. Anyone under 40 has been raised on a diet of video games that do have NPCs doing all kinds of crazy stuff that the PCs cannot do. I've never, ever seen anyone call foul on a Warcraft raid boss just because it can do something the human warrior cannot.
The challenge rating of a level 13 halfling rogue assassin is entirely irrelevant, is what it is. It's not my job to figure out what a CR X challenge is, and then true to shoe-horn a particular character concept into that framework. My job at the table is to role-play the NPCs, and adjudicate uncertainty in action resolution. My job before the game starts is to build the world, and (if necessary) stat out everything based on what it is rather than what I want it to be.
Um, no.
Part of your job as a DM is also to provide combat encounters of a narratively appropriate challenge. Introducing a mook working for a big bad that is ridiculously overpowered or a big bad that is a push over will break the narrative. Knowing the challenge of a classed NPC is essential to actually using them at the table.
If you're going to use classed NPCs that use the full PC rules, you NEED to know their CR. Period.
So, tell me, is a level 13 halfling rogue assassin an appropriate as an enemy for a level 6 party? How much of a challenge is that fight? Is it a deadly encounter? Hard? Easy?
Plus the whole "stat out everything based on what it
is rather than what I
want it to be" is kinda B.S. The rules are guidelines. To be customized. What "is" in the game is what I "want". If I want new monsters, then there's new monsters. If I want lava trolls that are immune to fire and set people ablaze with a bear hug then they exist. I'm not bound by the printed word of the gamebooks.
My monsters aren't limited by the finite amount of material published by WotC. Why should my NPCs be any different?
If you want to be the Dungeon Master, who can authoritatively declare how everything in the entire game world is supposed to work in a consistent and definitive manner, then you really should know every rule in the game at least as well as any of the players do. Or else you will make mistakes, and the players will be confused, and then nobody is having fun.
It's one thing to have a playable knowledge of the game to be able to run combats and adjudicate rulings, it's another to have functional knowledge of every class and race and spell in the game. The players need to know their powers. I don't. I need to have a loose idea for planning's sake, but if they have a question it doesn't take long to read. The rules of 5e aren't that complicated.
It's unnecessary for me to know every single spell in the PHB.
For example, I don't have any elemental monks or dragon sorcerers at my table. That information is irrelevant. Memorising it is literally a waste of my brainpower and time I could spend actually prepping things that will make a difference at my table. As such, if I did need to make a draconic sorcerer NPC, it would take time. A lot of time. And running it would be slow.
It's much easier to just have a simplified version that has half the powers. The key ones that would identify it as a sorcerer.
Fans of 5E already buy into it. The only reason to tweak the system is to appeal to something that isn't already 5E. That could be 3E, or 4E, or some other concept which hasn't been codified in any other game.
Right, but we're
not tweaking the system. Monsters already aren't identical to PCs. Limiting monster abilities to match PCs
would be tweaking the system.