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*Pathfinder & Starfinder
My First Boss Monster (Ancient White Dragon)
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<blockquote data-quote="hvg3akaek" data-source="post: 5312797" data-attributes="member: 71190"><p>Thanks! <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=":)" /> And thanks for your in-depth reply!</p><p></p><p></p><p> </p><p></p><p>I will admit that it was tailored to a group of 4, so it didn't need that many burst attacks - that, and it would rarely get more than two of the PCs in such an area. I was refocusing the attacks around not doing pure damage, either - stage 1 has a little controllery action (in the targeted stun effect); stage 2 has the advantage of distance, as it takes to the air for it's artillery runs; and stage 3 allows it to really start pumping out damage, with a 30-damage aura, a breath attack, and it's Fury attack.</p><p></p><p>Also note that it has a total of 3 APs (one per stage), and it acts twice in each round (Draconic Alacrity). That means it will be doing two claws each round in stage 1; two fly-by attacks or Tomb attacks in stage 2; and two Fury attacks in stage 3. I think that's going to be a lot of damage! <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=":)" /></p><p></p><p> </p><p>It is definitely a good idea - though the recharge I am unsure about. One thing The AngryDM did with this "Boss Monster" idea was to move away from recharges. A 5+ recharge now is an at-will power for one of the three stages, and so forth. This allows each ability to be more strongly tied with a stage, and creates the stages a little more thematically.</p><p></p><p>Also: Collapsing Shelf for stage 1; Spiraling Dive for stage 2; and Frosted Breath & Death Scream for stage 3 <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=":)" /></p><p> </p><p>A good point <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=":)" /> I think the PCs are critting for 70-100 damage at the moment, but will have 1-2 levels increase before meeting this fellow. </p><p></p><p>On the other hand, the "Boss Monster" stages are only meant to last about 2 rounds each. Acting twice each round means it would get 4 chances to save against any horrible effects, and 4 chances to use each of it's action points. Plus, if they *do* trap it down for one stage - well done to them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Then it 'escapes', and the scene changes.</p><p></p><p>As to the HP change, I did have the old solo HP in there at the start, but felt that it was too much, and dropped it. The game is actually one we play at work (in our lunch breaks), and we've taken to dropping all HP by ~20% (mainly to reduce the time for each encounter). Monster damage has risen, accordingly, to keep the battle fierce. I am considering raising the HP again - in effect, each stage could take up one lunchtime game, if we wanted to stretch it out a bit. But I'm also unsure as to how my party would feel about one three-day spanning encounter <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> </p><p> </p><p>Yeah, it's worded as 1/round... It was initially a stun effect (and there only being 4 PCs, I didn't want to take half the party out in one turn!). I'm thinking that with only being dazed, it could work as 1/turn instead...then he could chase down those pesky controllers, and they'd have to spend their rounds running away! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Will think more, but it's definitely a good option!</p><p> </p><p> </p><p>That's a good call. I had the literal "encounter fear power" (Frightful Presence), but changed it to the one-target gaze. </p><p></p><p>On the other hand (again), does he need an opening attack? The "Snapping jaws" power is a nice idea, but what if at first, he is high and mighty, proud and arrogant, and thinks little of this incursion to his domain? In some ways, the alpha strike could very well be his devastating "Collapsing Shelf Escape", which can really mess the party up, and sets the tone for the rest of the fight - where he takes his gloves off, so to speak.</p><p></p><p>Is that too late to have an 'alpha strike' attack? <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> </p><p> </p><p> </p><p>Yup, the reroll initiative thing is part of AngryDM's template, and I have yet to see if it works well or is an over-complication. I imagine it is to reinforce the change of stage, and to shake up the initiative order a little. The new stage is somewhere between a whole new encounter and a continuation of the last. I could see it going either way - if the second stage is on a new day, the reroll will be fine. If it's on the same day and we are pressed for time, it may well not happen.</p><p> </p><p>It is definitely lacking a close attack power, but that is mainly because it wants to stay airborne for this entire stage. If the party can ground it and stick it there, that is a major benefit for them - and I'm happy to award them for their tactics <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Plus, if he had a close burst attack and was grounded, then I might be comfortable leaving him there, instead of using fly-by attack to get out of the road! </p><p> </p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>I was thinking of building up to it, but realised that it was probably not necessary - stage 2 should be flying, so no need for it there.</p><p></p><p>There was reason for the three ranged guys to get away from the dragon in stage 1; but in stage 3, it will be of utmost importance! (and the fighter's regen will be put to the test! <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p> </p><p>It's a nice idea, but as mentioned above, he's not expected to last more than a couple of rounds. Two Fury attacks with an AP to use his breath after Storm Front to get him into position is probably enough. Plus, I'm lazy, and don't want to track recharges <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>Thanks! <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=":)" /> Some text was taken from AngryDM's templates, and I liked how he expressed certain elements (even when reading them yourself felt like stating the obvious, writing them down made it very clear and understandable).</p><p> </p><p>Heh <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=":)" /> </p><p>Yeah, the mountainside isn't a sheer drop, but a casual, brutal, tumble. Plus, these PCs are epic.</p><p>It was actaully written that way in the encounter, and I decided not to change it because two of the party have teleport movement speeds, and three of them have ways to fly (the wizard has a daily to let the whole group fly).</p></blockquote><p>Thanks again for your feedback and suggestions <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=":)" /> There are definitely some ideas up there that I will play with over the next week or so!</p><p>[/QUOTE]</p>
[QUOTE="hvg3akaek, post: 5312797, member: 71190"] Thanks! :) And thanks for your in-depth reply! I will admit that it was tailored to a group of 4, so it didn't need that many burst attacks - that, and it would rarely get more than two of the PCs in such an area. I was refocusing the attacks around not doing pure damage, either - stage 1 has a little controllery action (in the targeted stun effect); stage 2 has the advantage of distance, as it takes to the air for it's artillery runs; and stage 3 allows it to really start pumping out damage, with a 30-damage aura, a breath attack, and it's Fury attack. Also note that it has a total of 3 APs (one per stage), and it acts twice in each round (Draconic Alacrity). That means it will be doing two claws each round in stage 1; two fly-by attacks or Tomb attacks in stage 2; and two Fury attacks in stage 3. I think that's going to be a lot of damage! :) It is definitely a good idea - though the recharge I am unsure about. One thing The AngryDM did with this "Boss Monster" idea was to move away from recharges. A 5+ recharge now is an at-will power for one of the three stages, and so forth. This allows each ability to be more strongly tied with a stage, and creates the stages a little more thematically. Also: Collapsing Shelf for stage 1; Spiraling Dive for stage 2; and Frosted Breath & Death Scream for stage 3 :) A good point :) I think the PCs are critting for 70-100 damage at the moment, but will have 1-2 levels increase before meeting this fellow. On the other hand, the "Boss Monster" stages are only meant to last about 2 rounds each. Acting twice each round means it would get 4 chances to save against any horrible effects, and 4 chances to use each of it's action points. Plus, if they *do* trap it down for one stage - well done to them :D Then it 'escapes', and the scene changes. As to the HP change, I did have the old solo HP in there at the start, but felt that it was too much, and dropped it. The game is actually one we play at work (in our lunch breaks), and we've taken to dropping all HP by ~20% (mainly to reduce the time for each encounter). Monster damage has risen, accordingly, to keep the battle fierce. I am considering raising the HP again - in effect, each stage could take up one lunchtime game, if we wanted to stretch it out a bit. But I'm also unsure as to how my party would feel about one three-day spanning encounter :p Yeah, it's worded as 1/round... It was initially a stun effect (and there only being 4 PCs, I didn't want to take half the party out in one turn!). I'm thinking that with only being dazed, it could work as 1/turn instead...then he could chase down those pesky controllers, and they'd have to spend their rounds running away! :D Will think more, but it's definitely a good option! That's a good call. I had the literal "encounter fear power" (Frightful Presence), but changed it to the one-target gaze. On the other hand (again), does he need an opening attack? The "Snapping jaws" power is a nice idea, but what if at first, he is high and mighty, proud and arrogant, and thinks little of this incursion to his domain? In some ways, the alpha strike could very well be his devastating "Collapsing Shelf Escape", which can really mess the party up, and sets the tone for the rest of the fight - where he takes his gloves off, so to speak. Is that too late to have an 'alpha strike' attack? :erm: Yup, the reroll initiative thing is part of AngryDM's template, and I have yet to see if it works well or is an over-complication. I imagine it is to reinforce the change of stage, and to shake up the initiative order a little. The new stage is somewhere between a whole new encounter and a continuation of the last. I could see it going either way - if the second stage is on a new day, the reroll will be fine. If it's on the same day and we are pressed for time, it may well not happen. It is definitely lacking a close attack power, but that is mainly because it wants to stay airborne for this entire stage. If the party can ground it and stick it there, that is a major benefit for them - and I'm happy to award them for their tactics :D Plus, if he had a close burst attack and was grounded, then I might be comfortable leaving him there, instead of using fly-by attack to get out of the road! :D I was thinking of building up to it, but realised that it was probably not necessary - stage 2 should be flying, so no need for it there. There was reason for the three ranged guys to get away from the dragon in stage 1; but in stage 3, it will be of utmost importance! (and the fighter's regen will be put to the test! :devil: It's a nice idea, but as mentioned above, he's not expected to last more than a couple of rounds. Two Fury attacks with an AP to use his breath after Storm Front to get him into position is probably enough. Plus, I'm lazy, and don't want to track recharges :D Thanks! :) Some text was taken from AngryDM's templates, and I liked how he expressed certain elements (even when reading them yourself felt like stating the obvious, writing them down made it very clear and understandable). Heh :) Yeah, the mountainside isn't a sheer drop, but a casual, brutal, tumble. Plus, these PCs are epic. It was actaully written that way in the encounter, and I decided not to change it because two of the party have teleport movement speeds, and three of them have ways to fly (the wizard has a daily to let the whole group fly). [/QUOTE]Thanks again for your feedback and suggestions :) There are definitely some ideas up there that I will play with over the next week or so! [/QUOTE]
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