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General Tabletop Discussion
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Let's talk about monster design philosophies, by way of examples.
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<blockquote data-quote="Voadam" data-source="post: 8746976" data-attributes="member: 2209"><p>I am a big fan of a couple dimensions of 4e monster design that I have applied to 3e/Pathfinder monsters and now to 5e ones.</p><p></p><p>1 minion/standard/elite/solo design. Mechanically simple minions who can be plowed through quickly if the PCs focus on them. Give elites double hp and twice the standard action economy (two attacks instead of their normal one, twinning spells, etc.) for a monster that is designed to take on two PCs instead of one. Give solos x4 or x5 hp, area attacks (whirlwind strikes or turn ranged attacks like magic missile into areas or target everybody) and some reaction type effect and defense against being locked down as they are designed to take on a whole group at once.</p><p></p><p>2 monster roles. Brutes who hit hard and have a ton of hp but are easy to hit. Skirmishers with mobility who are comparatively fragile. Artillery who can be messed up in melee. Lurker glass cannons. This gives a different feel to different opponents and engages different tactics.</p><p></p><p>3 A few powers per monster. Lots of movement, forced movement, and condition activities to make things more than just hp slug fests.</p><p></p><p>4 Everything on the sheet and easy to use. If you have to flip around to get to the description of forcecage versus polymorph in the PH to decide on the next monster action it can bog down the combat and be a choke point on pacing, or you might maintain the pacing but forget about key stuff the monster can do. Keeping stuff visible to the DM while keeping the pace quick is a virtue.</p><p></p><p>5 One common theme for the monster type (gnolls, efreeti, etc.) and then something for their combat role (skirmisher vs. brute).</p></blockquote><p></p>
[QUOTE="Voadam, post: 8746976, member: 2209"] I am a big fan of a couple dimensions of 4e monster design that I have applied to 3e/Pathfinder monsters and now to 5e ones. 1 minion/standard/elite/solo design. Mechanically simple minions who can be plowed through quickly if the PCs focus on them. Give elites double hp and twice the standard action economy (two attacks instead of their normal one, twinning spells, etc.) for a monster that is designed to take on two PCs instead of one. Give solos x4 or x5 hp, area attacks (whirlwind strikes or turn ranged attacks like magic missile into areas or target everybody) and some reaction type effect and defense against being locked down as they are designed to take on a whole group at once. 2 monster roles. Brutes who hit hard and have a ton of hp but are easy to hit. Skirmishers with mobility who are comparatively fragile. Artillery who can be messed up in melee. Lurker glass cannons. This gives a different feel to different opponents and engages different tactics. 3 A few powers per monster. Lots of movement, forced movement, and condition activities to make things more than just hp slug fests. 4 Everything on the sheet and easy to use. If you have to flip around to get to the description of forcecage versus polymorph in the PH to decide on the next monster action it can bog down the combat and be a choke point on pacing, or you might maintain the pacing but forget about key stuff the monster can do. Keeping stuff visible to the DM while keeping the pace quick is a virtue. 5 One common theme for the monster type (gnolls, efreeti, etc.) and then something for their combat role (skirmisher vs. brute). [/QUOTE]
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