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Low CRs and "Boring" Monsters: Ogre
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6986168" data-attributes="member: 6787650"><p>Then maybe what is needed are more and better generic rules. Fire Giants, for example, can use DMG Disarm at advantage (for being larger than you) to disarm you of your weapons (unless you're an Eldritch Knight). 5E does make it a little bit awkward to use Disarm effectively since it's so free with the object interactions--but the giant can just pick up your weapon with its own object interaction after it Disarms you. Who wants to fight a Fire Giant with nothing but your bare fists for 1+STR damage?</p><p></p><p>The default 5E tactical repertoire is a tad limited, but there's no reason it has to stay that way. Taking a cue from the 2nd edition Complete Fighter's Handbook, and encouraged by the 5E PHB's section on Improvised Actions, you can add or improvise additional maneuvers for Disarm, Feint, Parry, Pin, and Disable/Stun. (E.g. Disable/Stun: target a limb, or target the enemy's head or torso for a stun. If you hit, the target takes no damage, but must make a Con save with DC equal to the damage rolled for a limb strike, or half that amount for a stun. On a failure, that limb is disabled for one minute, or stun is imposed for one minute, with a re-save allowed at the end of every turn to regain function early, per usual.)</p><p></p><p>IMO it's more fun and aesthetic to add maneuver options that anyone can use, without a character trait gatekeeper, than to add special snowflake options for only certain monsters/PCs. So rules suggestions from me will be biased towards at-will abilities available to everyone. It's okay to have build options like Battlemaster superiority dice which improve on those default options somehow (e.g. Battlemaster Disarm is like DMG Disarm but allows you to Disarm <em>and</em> do damage at the same time; Monk's Stunning Strike likewise allows you to stun <em>and</em> damage, with a higher DC than almost any normal Stun attempt would have; Rogue's Cunning Action allows you to attack <em>and</em> Hide or Dash in the same turn instead of having to choose between them) but the default options are best when they're available universally. Plus, then players definitely won't feel like the monster is cheating by using special "sui generis" rules.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6986168, member: 6787650"] Then maybe what is needed are more and better generic rules. Fire Giants, for example, can use DMG Disarm at advantage (for being larger than you) to disarm you of your weapons (unless you're an Eldritch Knight). 5E does make it a little bit awkward to use Disarm effectively since it's so free with the object interactions--but the giant can just pick up your weapon with its own object interaction after it Disarms you. Who wants to fight a Fire Giant with nothing but your bare fists for 1+STR damage? The default 5E tactical repertoire is a tad limited, but there's no reason it has to stay that way. Taking a cue from the 2nd edition Complete Fighter's Handbook, and encouraged by the 5E PHB's section on Improvised Actions, you can add or improvise additional maneuvers for Disarm, Feint, Parry, Pin, and Disable/Stun. (E.g. Disable/Stun: target a limb, or target the enemy's head or torso for a stun. If you hit, the target takes no damage, but must make a Con save with DC equal to the damage rolled for a limb strike, or half that amount for a stun. On a failure, that limb is disabled for one minute, or stun is imposed for one minute, with a re-save allowed at the end of every turn to regain function early, per usual.) IMO it's more fun and aesthetic to add maneuver options that anyone can use, without a character trait gatekeeper, than to add special snowflake options for only certain monsters/PCs. So rules suggestions from me will be biased towards at-will abilities available to everyone. It's okay to have build options like Battlemaster superiority dice which improve on those default options somehow (e.g. Battlemaster Disarm is like DMG Disarm but allows you to Disarm [I]and[/I] do damage at the same time; Monk's Stunning Strike likewise allows you to stun [I]and[/I] damage, with a higher DC than almost any normal Stun attempt would have; Rogue's Cunning Action allows you to attack [I]and[/I] Hide or Dash in the same turn instead of having to choose between them) but the default options are best when they're available universally. Plus, then players definitely won't feel like the monster is cheating by using special "sui generis" rules. [/QUOTE]
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