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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5411818" data-attributes="member: 1165"><p>I'm not bothering. Too many MM1 monsters were poorly designed. The purple worm comes to mind as not being nearly threatening enough for something of its level. (Mainly due to poor solo design.) I was actually going through Thunderspire Labyrinth earlier today and nearly groaning at how lame the elites were. (Mind you, there tended to be lots of monsters of levels quite a bit above PC level. Seems to me the proper solution would be to us elites of the PCs' levels.)</p><p></p><p>I am <em>comparing</em> the owlbear to the new MM3 rules though. I haven't run an owlbear encounter myself (currently doing 3rd-level Dark Sun, there are no owlbears there) but I'll see if I can reflavor it and report it once the PCs are around 8th-level or so.</p><p></p><p></p><p></p><p>Also in the new rules.</p><p></p><p></p><p></p><p>That's what it's supposed to do.</p><p></p><p></p><p></p><p>Once you've been grappled. The escape DC is pathetic, being only 16. Even an untrained 8th-level character with Strength and Dex 10 will hit that DC more than half the time. In effect, it's <strong>not</strong> auto-damage. It's anything but, with one exception (see below).</p><p></p><p></p><p></p><p>I'd rather get a chance to escape first <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Yes, the owlbear can brutalize one PC. Dual claw, then use its sole AP to beak them. It's attacks would deal 80 damage, enough to down but not kill most 8th-level PCs. (I think even a wizard would survive.) As some people have pointed out, the new monsters do punish PCs for using bad tactics. If the owlbear (an Int 2 monster) somehow managed to jump the mage (it probably is smart enough to attack whoever is at the back, and maybe that's the mage), the party's defender should mark the owlbear and draw its attacks, giving the leader the chance to heal the mage.</p><p></p><p></p><p></p><p>I'm actually confused by this specific point. Were you saying MM1 monsters could do ridiculous damage (and so there's no need for new rules) or are you complaining that MM3/DSCC/MV monsters can deal ridiculous damage because they could dish out a massive amount of damage with an encounter power?</p><p></p><p>(And on that note, elites are actually kind of nerfed when it comes to dishing out heavy limited power damage, since their encounter powers only deal regular limited damage for a monster of their level. And the owlbear's encounter ability doesn't do damage at all.)</p><p></p><p></p><p></p><p>I get this point. I don't think that MM3+ monsters are similar to those in the MM1. I happen to think that's a good thing though.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5411818, member: 1165"] I'm not bothering. Too many MM1 monsters were poorly designed. The purple worm comes to mind as not being nearly threatening enough for something of its level. (Mainly due to poor solo design.) I was actually going through Thunderspire Labyrinth earlier today and nearly groaning at how lame the elites were. (Mind you, there tended to be lots of monsters of levels quite a bit above PC level. Seems to me the proper solution would be to us elites of the PCs' levels.) I am [i]comparing[/i] the owlbear to the new MM3 rules though. I haven't run an owlbear encounter myself (currently doing 3rd-level Dark Sun, there are no owlbears there) but I'll see if I can reflavor it and report it once the PCs are around 8th-level or so. Also in the new rules. That's what it's supposed to do. Once you've been grappled. The escape DC is pathetic, being only 16. Even an untrained 8th-level character with Strength and Dex 10 will hit that DC more than half the time. In effect, it's [b]not[/b] auto-damage. It's anything but, with one exception (see below). I'd rather get a chance to escape first :) Yes, the owlbear can brutalize one PC. Dual claw, then use its sole AP to beak them. It's attacks would deal 80 damage, enough to down but not kill most 8th-level PCs. (I think even a wizard would survive.) As some people have pointed out, the new monsters do punish PCs for using bad tactics. If the owlbear (an Int 2 monster) somehow managed to jump the mage (it probably is smart enough to attack whoever is at the back, and maybe that's the mage), the party's defender should mark the owlbear and draw its attacks, giving the leader the chance to heal the mage. I'm actually confused by this specific point. Were you saying MM1 monsters could do ridiculous damage (and so there's no need for new rules) or are you complaining that MM3/DSCC/MV monsters can deal ridiculous damage because they could dish out a massive amount of damage with an encounter power? (And on that note, elites are actually kind of nerfed when it comes to dishing out heavy limited power damage, since their encounter powers only deal regular limited damage for a monster of their level. And the owlbear's encounter ability doesn't do damage at all.) I get this point. I don't think that MM3+ monsters are similar to those in the MM1. I happen to think that's a good thing though. [/QUOTE]
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