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Last week, the Level 14-16 party beat Graz'zt, 2 Marilith and a Storm Giant...easily
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<blockquote data-quote="Upper_Krust" data-source="post: 9732629" data-attributes="member: 326"><p>Absolutely and that main complaint is the Monsters are not tough enough.</p><p></p><p></p><p></p><p>Totally agree. </p><p></p><p></p><p></p><p>It was too complex in 3e because you have too many feats, skills, resistances and all sorts things for DMs to remember - it was just too much.</p><p></p><p>The problems are never epic monsters do 500+ damage and have 2000+ hit points (or whatever), its monsters giving DMs too many powers and abilities to remember. DM's should not have to remember more than a handful of things to run 1 monster. Keep stat-blocks small even for Boss Monsters; 4e managed to do this well.</p><p></p><p>My approach I take in the <strong>God Rules Player's Guide</strong> is that monsters get maybe 1-3 different attacks (that deliver 60% of their 'damage') then have a choice of 6 <strong>Combat Reactions</strong> which can be randomly chosen by the DM (rolling 1d4 or 1d4+2 when the monster is bloodied). Each Combat Reaction deals a fraction of the monster's 'damage' and replaces Legendary Actions so they operate after an enemy's turn and the monsters gets 1 (regular), 2 (mini-boss), 3 (Boss) or 4 (Solo) such Combat Reactions depending on how much more powerful it is compared to the PCs: Mini-boss = +4 Challenge Rating, Boss +8, Solo +12.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 9732629, member: 326"] Absolutely and that main complaint is the Monsters are not tough enough. Totally agree. It was too complex in 3e because you have too many feats, skills, resistances and all sorts things for DMs to remember - it was just too much. The problems are never epic monsters do 500+ damage and have 2000+ hit points (or whatever), its monsters giving DMs too many powers and abilities to remember. DM's should not have to remember more than a handful of things to run 1 monster. Keep stat-blocks small even for Boss Monsters; 4e managed to do this well. My approach I take in the [B]God Rules Player's Guide[/B] is that monsters get maybe 1-3 different attacks (that deliver 60% of their 'damage') then have a choice of 6 [B]Combat Reactions[/B] which can be randomly chosen by the DM (rolling 1d4 or 1d4+2 when the monster is bloodied). Each Combat Reaction deals a fraction of the monster's 'damage' and replaces Legendary Actions so they operate after an enemy's turn and the monsters gets 1 (regular), 2 (mini-boss), 3 (Boss) or 4 (Solo) such Combat Reactions depending on how much more powerful it is compared to the PCs: Mini-boss = +4 Challenge Rating, Boss +8, Solo +12. [/QUOTE]
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Last week, the Level 14-16 party beat Graz'zt, 2 Marilith and a Storm Giant...easily
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