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<blockquote data-quote="Henry" data-source="post: 4872481" data-attributes="member: 158"><p>To the Abyss with this heresy! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> When the game was first released, I used the Class powers quite liberally to give certain "boss monsters" an extra punch - the DMG1 actually quite encourages it. Don't feel as if you're stealing your players' limelight by doing so:</p><p></p><p>First, your players can't possibly play all the classes from the PH1, PH2, FR player guide, and Eberron Player Guide simulataneously - there will always be a pool of classes you can draw from that they aren't using.</p><p></p><p>Second, the templates from the DMG1 suggests only grabbing up to three powers for this -- an at-will, an encounter, and a daily. That's enough so that you don't get bogged down with too many options, and enough to give the monsters a memorable kick. Maybe even take an encounter, and give it a 1 in 6 or 2 in 6 chance to recharge as per many of the monster abilities - comparing to existing monster powers will give you an idea as to power level.</p><p></p><p>Third, I guarantee your players won't be able to figure out every little power your monsters use, as long as you vary it up, and don't hit them over the head every round with some PH power that a monster is "spamming." Once or twice per encounter is enough to make players stop and say "whoa."</p><p></p><p>In short, don't be afraid - both the game designers and some of the best DMs on ENWorld do this all the time. Heck, some even build whole monsters with almost as many powers as an equivalent level PCs in order to give the monsters variety, and just up the hit points and subtract one or two powers so as to give the NPC more staying power and a little more diversity in power tricks.</p></blockquote><p></p>
[QUOTE="Henry, post: 4872481, member: 158"] To the Abyss with this heresy! ;) When the game was first released, I used the Class powers quite liberally to give certain "boss monsters" an extra punch - the DMG1 actually quite encourages it. Don't feel as if you're stealing your players' limelight by doing so: First, your players can't possibly play all the classes from the PH1, PH2, FR player guide, and Eberron Player Guide simulataneously - there will always be a pool of classes you can draw from that they aren't using. Second, the templates from the DMG1 suggests only grabbing up to three powers for this -- an at-will, an encounter, and a daily. That's enough so that you don't get bogged down with too many options, and enough to give the monsters a memorable kick. Maybe even take an encounter, and give it a 1 in 6 or 2 in 6 chance to recharge as per many of the monster abilities - comparing to existing monster powers will give you an idea as to power level. Third, I guarantee your players won't be able to figure out every little power your monsters use, as long as you vary it up, and don't hit them over the head every round with some PH power that a monster is "spamming." Once or twice per encounter is enough to make players stop and say "whoa." In short, don't be afraid - both the game designers and some of the best DMs on ENWorld do this all the time. Heck, some even build whole monsters with almost as many powers as an equivalent level PCs in order to give the monsters variety, and just up the hit points and subtract one or two powers so as to give the NPC more staying power and a little more diversity in power tricks. [/QUOTE]
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