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Mearls redesigns the Ogre Mage
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<blockquote data-quote="Pants" data-source="post: 2964201" data-attributes="member: 8849"><p>The problem with the MM Ogre Mage, as I see it, is that it's just not built well.</p><p></p><p>Many people bring up good points about monster abilities being pared down because they 'aren't useful in combat.' That's a foolish idea. A well designed monster has abilities that can strengthen its flavor and its use in combat.</p><p></p><p>The Ogre Mage, for example, has the <em>sleep</em> spell-like ability. Now, for a devious creature that relies far more on subtlety, manipulation, and guile this is perfect. Same for <em>charm person</em>. The problem with these is, that those chosen abilities are <em>completely useless</em> in combat. Sure, they may work on mooks during combats that the PC's will never see, but against a CR 8 (or a CR 6 party?) they're useless. <em>Sleep</em> won't affect anyone in a level 6 party and <em>charm person</em> only works on humanoids, which is fine if Ogre Mages are only manipulating humanoids, but I've always seen them as manipulating <em>anything</em>. </p><p></p><p>These abilities just don't work and add in the Ogre Mage's horrible staying power and it's general one-cone-of-cold-poniness and it ends up being a horribly designed creature. </p><p></p><p>Swap out <em>sleep</em> for <em>deep slumber</em> or add an addendum in the SLA for removing the HD limit and swap out <em>charm monster</em> for the piddly <em>charm person</em>. Change the rest of the monster to the redesigned version (maybe up the CR by 1) and voila, a better version that doesn't dump on the flavor of the critter, like the current redesigned version and the old versions did.</p></blockquote><p></p>
[QUOTE="Pants, post: 2964201, member: 8849"] The problem with the MM Ogre Mage, as I see it, is that it's just not built well. Many people bring up good points about monster abilities being pared down because they 'aren't useful in combat.' That's a foolish idea. A well designed monster has abilities that can strengthen its flavor and its use in combat. The Ogre Mage, for example, has the [i]sleep[/i] spell-like ability. Now, for a devious creature that relies far more on subtlety, manipulation, and guile this is perfect. Same for [i]charm person[/i]. The problem with these is, that those chosen abilities are [i]completely useless[/i] in combat. Sure, they may work on mooks during combats that the PC's will never see, but against a CR 8 (or a CR 6 party?) they're useless. [i]Sleep[/i] won't affect anyone in a level 6 party and [i]charm person[/i] only works on humanoids, which is fine if Ogre Mages are only manipulating humanoids, but I've always seen them as manipulating [i]anything[/i]. These abilities just don't work and add in the Ogre Mage's horrible staying power and it's general one-cone-of-cold-poniness and it ends up being a horribly designed creature. Swap out [i]sleep[/i] for [i]deep slumber[/i] or add an addendum in the SLA for removing the HD limit and swap out [i]charm monster[/i] for the piddly [i]charm person[/i]. Change the rest of the monster to the redesigned version (maybe up the CR by 1) and voila, a better version that doesn't dump on the flavor of the critter, like the current redesigned version and the old versions did. [/QUOTE]
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