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*Dungeons & Dragons
Low CRs and "Boring" Monsters: Ogre
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<blockquote data-quote="Helldritch" data-source="post: 6986717" data-attributes="member: 6855114"><p>That was a lot of posts to read but it was a load of fun to read them all.</p><p></p><p>Is the ogre weak for a CR 2 creature? Yes.</p><p>Is the ogre boring? Up to a certain point.</p><p>Does the ogre do the job it is supposed to do correctly? Yep it does. It is supposed to be a brute with no intellect. As such it works quite as intented.</p><p></p><p>What you have to remember is that the monsters in the MM are the average representatives of their ilks. This fact has been in all editions. Yet, nothing in the rules prevents you from modifying them and making them memorable and unique.</p><p></p><p>The ogre's chieftain should be stronger, better but not necessarily of a higher CR than its subordinates.</p><p></p><p>Consider this little encounter for a group of 4 level 4 characters (almost a deadly one)</p><p></p><p>The cave is dark but a small dwingdling fire is in the center enabling you see into it without too much trouble. Three big humanoids with heavy tusks set in their lower jaw are bent over a big rusty cooking pot from which the arm of some humanoid is showing. One of the brute is using the arm as a stirring spoon. One of them spots you and belch out a yell of warning. From the other side of the cave, an other brute shows itself. Unlike its brethrens, is sports some patchwork armor laced together with some animal skins, leather straps, bones and metal scrap from battered and broken armor parts. A big shield is in its left hand. The shield is made with wood with some metal plates hammered in with nails. That brute does not wield a big club like its mates, it wields a self made spiked war club.</p><p></p><p>3 standard ogres and one slightly modified to use a shield and armor. The chief's hp are raised by 20. Its patchwork armor raise its AC to 16 and to make things interesting, the shield and armor will fall apart after 5 solid hit (8hp worth of dmg or more) lowering its armor by one for each hit until its normal armor class is lowered to 11. The CR will still be 2. But I can assure you that your player will remember these ogres. And it will be a good laugh as they see its AC dwingling to nothingness.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 6986717, member: 6855114"] That was a lot of posts to read but it was a load of fun to read them all. Is the ogre weak for a CR 2 creature? Yes. Is the ogre boring? Up to a certain point. Does the ogre do the job it is supposed to do correctly? Yep it does. It is supposed to be a brute with no intellect. As such it works quite as intented. What you have to remember is that the monsters in the MM are the average representatives of their ilks. This fact has been in all editions. Yet, nothing in the rules prevents you from modifying them and making them memorable and unique. The ogre's chieftain should be stronger, better but not necessarily of a higher CR than its subordinates. Consider this little encounter for a group of 4 level 4 characters (almost a deadly one) The cave is dark but a small dwingdling fire is in the center enabling you see into it without too much trouble. Three big humanoids with heavy tusks set in their lower jaw are bent over a big rusty cooking pot from which the arm of some humanoid is showing. One of the brute is using the arm as a stirring spoon. One of them spots you and belch out a yell of warning. From the other side of the cave, an other brute shows itself. Unlike its brethrens, is sports some patchwork armor laced together with some animal skins, leather straps, bones and metal scrap from battered and broken armor parts. A big shield is in its left hand. The shield is made with wood with some metal plates hammered in with nails. That brute does not wield a big club like its mates, it wields a self made spiked war club. 3 standard ogres and one slightly modified to use a shield and armor. The chief's hp are raised by 20. Its patchwork armor raise its AC to 16 and to make things interesting, the shield and armor will fall apart after 5 solid hit (8hp worth of dmg or more) lowering its armor by one for each hit until its normal armor class is lowered to 11. The CR will still be 2. But I can assure you that your player will remember these ogres. And it will be a good laugh as they see its AC dwingling to nothingness. [/QUOTE]
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