Right then, I'm trying to patch up the monsters in the next scenario we're playing, as per the new rules in the errata, I'll be honest- I'm struggling because there doesn't seem to be any quick fix I can see, let me explain.
1. I'm doing this because even at Heroic Levels my players are not being challenged as much as they'd like, when I did this for the previous scenario (in a very ad hoc way) then it played much better. I know Heroic creatures don't have to be changed up but I want, we want to... not doing it is not an option.
2. Next, how do I know the monster doesn't already fit with the new rules- the guys below are from Scales of War Den of the Destroyer from Dungeon magazine 160 November 2008. I'm therefore pretty sure they need fixing.
Which still leaves me with the question- when did the new designs start, from what date (or Dungeon magazine, or WOTC adventure) did the changes come into play?
3. I've got all the errata to hand and yet I'm still not sure what needs to be changed, the truth is I want (need) an official line. I'm not foolish enough to think that WOTC are going to go back and re-do all the previous monsters. However this is genuinely preventing me from gaming- I'm an anally retentive so-and-so and if it's not right (the official version) then I don't... well at the moment I don't game.
So here are the bad guys and my versions, before and after-
BEFORE-
Bounty Hunter Snaremaster
Level 7 Artillery
Small natural humanoid
XP 300
HP 61; Bloodied 31
AC 19; Fortitude 18; Reflex 20; Will 19
Speed 6
Initiative +7
Perception +11
Standard Actions
m Rapier (weapon) • At-Will
Attack: +14 vs. AC
Hit: 1d8 + 5 damage.
r Bolas (weapon) • At-Will
Attack: Ranged 10/20; +12 vs. Reflex
Hit: 2d4 + 5 damage, and the target is restrained (save ends).
R Keep'Em Separated (weapon) • Recharge
Attack: Ranged 10/20 (three targets in range); +10 vs. Reflex
Hit: 4d4 + 5 damage, and the target slides 2 squares and is restrained (save ends).
Triggered Actions
Second Chance • Encounter
Effect (Immediate Interrupt): The bounty hunter snaremaster forces the attacker to reroll the attack and take the new result.
Str 10 (+3)
Dex 19 (+7)
Wis 16 (+6)
Con 13 (+4)
Int 13 (+4)
Cha 10 (+3)
Alignment unaligned



Languages Common, Dwarven
Equipment leather armor, rapier, bola x6
Monster found in Dungeon Magazine 160 and Compendium
AFTER-
Bounty Hunter Snaremaster ND
Level 7 Artillery
Small natural humanoid
XP 300
HP 61; Bloodied 31
AC 19; Fortitude 18; Reflex 20; Will 19
Speed 6
Initiative +7
Perception +11
Standard Actions
m Rapier (weapon) • At-Will
Attack: +12 vs. AC
Hit: 2d8 + 3 damage.
r Bolas (weapon) • At-Will
Attack: Ranged 10/20; +12 vs. Reflex
Hit: 3d4 + 6 damage, and the target is restrained (save ends).
R Keep'Em Separated (weapon) • Recharge
Attack: Ranged 10/20 (three targets in range); +11 vs. Reflex
Hit: 4d4 + 5 damage, and the target slides 2 squares and is restrained (save ends).
Triggered Actions
Second Chance • Encounter
Effect (Immediate Interrupt): The bounty hunter snaremaster forces the attacker to reroll the attack and take the new result.
Str 10 (+3)
Dex 19 (+7)
Wis 16 (+6)
Con 13 (+4)
Int 13 (+4)
Cha 10 (+3)
Alignment unaligned



Languages Common, Dwarven
Equipment leather armor, rapier, bola x6
CHANGES- Rapier reduced to +12 To Hit damage changed from Low to Medium, Bola damage Low to Medium.
BEFORE-
Bounty Hunter Subduer
Level 7 Skirmisher
Medium natural humanoid
XP 300
HP 76; Bloodied 38
AC 21; Fortitude 20; Reflex 19; Will 18
Speed 6
Initiative +8
Perception +5
Traits
Combat Advantage
The bounty hunter subduer deals an extra 2d6 damage on melee attacks against any target it has combat advantage against.
Standard Actions
m Maul (weapon) • At-Will
Attack: +12 vs. AC
Hit: 2d6 + 5 damage.
M Knockout Blow (weapon) • Recharge 5 6
Requirements: Requires maul.
Attack: +10 vs. Fortitude
Hit: 4d6 + 5 damage, and the target is knocked prone and dazed (save ends).
Skills Nature +10
Str 18 (+7)
Dex 16 (+6)
Wis 14 (+5)
Con 12 (+4)
Int 10 (+3)
Cha 10 (+3)
Alignment unaligned



Languages Common
Equipment leather armor, maul
AFTER-
Bounty Hunter Subduer ND
Level 7 Skirmisher
Medium natural humanoid
XP 300
HP 76; Bloodied 38
AC 21; Fortitude 20; Reflex 19; Will 18
Speed 6
Initiative +8
Perception +5
Traits
Combat Advantage
The bounty hunter subduer deals an extra 2d6 damage on melee attacks against any target it has combat advantage against.
Standard Actions
m Maul (weapon) • At-Will
Attack: +12 vs. AC
Hit: 2d6 + 5 damage.
M Knockout Blow (weapon) • Recharge
Attack: +10 vs. Fortitude
Hit: 4d6 + 5 damage, and the target is knocked prone and dazed (save ends).
Skills Nature +10
Str 18 (+7)
Dex 16 (+6)
Wis 14 (+5)
Con 12 (+4)
Int 10 (+3)
Cha 10 (+3)
Alignment unaligned



Languages Common
Equipment leather armor, maul
CHANGES- None, Maul damage already set on Medium, and High for Knockout Blow.
BEFORE-
Bounty Hunter Strongarm
Level 7 Brute
Medium natural humanoid
XP 300
HP 98; Bloodied 49
AC 19; Fortitude 20; Reflex 17; Will 19
Speed 5
Initiative +4
Perception +11
Low-Light Vision
Traits
Brute Rush
When a bounty hunter strongarm makes a bull rush attack, he pushes the target 2 squares instead of 1 square.
Stand Your Ground
When an effect forces the bounty hunter strongarm to move—through a push, a pull, or a slide—the bounty hunter strongarm moves 1 square less than the effect specifies. When an attack would knock the bounty hunter strongarm prone, the bounty hunter strongarm can roll a saving throw to avoid falling prone.
Standard Actions
m Greataxe (weapon) • At-Will
Attack: +10 vs. AC
Hit: 1d12 + 8 damage.
C Clear The Area (weapon) • Recharge 6
Requirements: Requires greataxe.
Attack: Close burst 1; +8 vs. AC
Hit: 2d12 + 10 damage, and the target is pushed 1 square.
Str 13 (+4)
Dex 12 (+4)
Wis 16 (+6)
Con 18 (+7)
Int 11 (+3)
Cha 8 (+2)
Alignment unaligned



Languages Common, Dwarven
Equipment leather armor, greataxe
AFTER-
Bounty Hunter Strongarm ND
Level 7 Brute
Medium natural humanoid
XP 300
HP 98; Bloodied 49
AC 19; Fortitude 21; Reflex 17; Will 19
Speed 5
Initiative +4
Perception +11
Low-Light Vision
Traits
Brute Rush
When a bounty hunter strongarm makes a bull rush attack, he pushes the target 2 squares instead of 1 square.
Stand Your Ground
When an effect forces the bounty hunter strongarm to move—through a push, a pull, or a slide—the bounty hunter strongarm moves 1 square less than the effect specifies. When an attack would knock the bounty hunter strongarm prone, the bounty hunter strongarm can roll a saving throw to avoid falling prone.
Standard Actions
m Greataxe (weapon) • At-Will
Attack: +12 vs. AC
Hit: 1d12 + 8 damage.
C Clear The Area (weapon) • Recharge
Attack: Close burst 1; +12 vs. AC
Hit: 2d12 + 10 damage, and the target is pushed 1 square.
Str 13 (+4)
Dex 12 (+4)
Wis 16 (+6)
Con 18 (+7)
Int 11 (+3)
Cha 8 (+2)
Alignment unaligned



Languages Common, Dwarven
Equipment leather armor, greataxe
CHANGES- Increased Fort Def by 1 to give average 19 (Brute 12+7 for other Defences). Increased To Hit Greataxe & Clear the Area To Hit as per Brute (Level +5 vs AC). No other changes as damage for both already set on High.
Sorry but this is really the only thing stopping me from gaming, there seems to be no pattern to it- it takes me just far too long to do and because there's nothing (or no-one) to say that's right then...
I need to find a simple solution to this and for life of me I can't see it, I see the errata says for the damage then single target... two or more targets... that just screams dull at me- everything does the same damage that's the same level... I don't get it.
I'm trying to compare it also to the charts from DM Tips but... again I can't see the pattern?
Yet another school of thought says just double the static damage, and in the case of Brutes triple it- that still doesn't feel right, for the Strongarms above that's +24 and +30 respectively.
Please help, this is stopping me from gaming- haven't played now in two weeks because I just can't look at my new creations and say/feel- 'that's it- that's right.'
And again I know (as in point 1. above) that perhaps Heroic creatures don't need this- it's just that I don't want to mess with the XP levels (add creatures to encounters) I want to be able to play the scenarios as written with the errata applied.
Thanks.
1. I'm doing this because even at Heroic Levels my players are not being challenged as much as they'd like, when I did this for the previous scenario (in a very ad hoc way) then it played much better. I know Heroic creatures don't have to be changed up but I want, we want to... not doing it is not an option.
2. Next, how do I know the monster doesn't already fit with the new rules- the guys below are from Scales of War Den of the Destroyer from Dungeon magazine 160 November 2008. I'm therefore pretty sure they need fixing.
Which still leaves me with the question- when did the new designs start, from what date (or Dungeon magazine, or WOTC adventure) did the changes come into play?
3. I've got all the errata to hand and yet I'm still not sure what needs to be changed, the truth is I want (need) an official line. I'm not foolish enough to think that WOTC are going to go back and re-do all the previous monsters. However this is genuinely preventing me from gaming- I'm an anally retentive so-and-so and if it's not right (the official version) then I don't... well at the moment I don't game.
So here are the bad guys and my versions, before and after-
BEFORE-
Bounty Hunter Snaremaster
Level 7 Artillery
Small natural humanoid
XP 300
HP 61; Bloodied 31
AC 19; Fortitude 18; Reflex 20; Will 19
Speed 6
Initiative +7
Perception +11
Standard Actions
m Rapier (weapon) • At-Will
Attack: +14 vs. AC
Hit: 1d8 + 5 damage.
r Bolas (weapon) • At-Will
Attack: Ranged 10/20; +12 vs. Reflex
Hit: 2d4 + 5 damage, and the target is restrained (save ends).
R Keep'Em Separated (weapon) • Recharge
Attack: Ranged 10/20 (three targets in range); +10 vs. Reflex
Hit: 4d4 + 5 damage, and the target slides 2 squares and is restrained (save ends).
Triggered Actions
Second Chance • Encounter
Effect (Immediate Interrupt): The bounty hunter snaremaster forces the attacker to reroll the attack and take the new result.
Str 10 (+3)
Dex 19 (+7)
Wis 16 (+6)
Con 13 (+4)
Int 13 (+4)
Cha 10 (+3)
Alignment unaligned





Equipment leather armor, rapier, bola x6
Monster found in Dungeon Magazine 160 and Compendium
AFTER-
Bounty Hunter Snaremaster ND
Level 7 Artillery
Small natural humanoid
XP 300
HP 61; Bloodied 31
AC 19; Fortitude 18; Reflex 20; Will 19
Speed 6
Initiative +7
Perception +11
Standard Actions
m Rapier (weapon) • At-Will
Attack: +12 vs. AC
Hit: 2d8 + 3 damage.
r Bolas (weapon) • At-Will
Attack: Ranged 10/20; +12 vs. Reflex
Hit: 3d4 + 6 damage, and the target is restrained (save ends).
R Keep'Em Separated (weapon) • Recharge
Attack: Ranged 10/20 (three targets in range); +11 vs. Reflex
Hit: 4d4 + 5 damage, and the target slides 2 squares and is restrained (save ends).
Triggered Actions
Second Chance • Encounter
Effect (Immediate Interrupt): The bounty hunter snaremaster forces the attacker to reroll the attack and take the new result.
Str 10 (+3)
Dex 19 (+7)
Wis 16 (+6)
Con 13 (+4)
Int 13 (+4)
Cha 10 (+3)
Alignment unaligned





Equipment leather armor, rapier, bola x6
CHANGES- Rapier reduced to +12 To Hit damage changed from Low to Medium, Bola damage Low to Medium.
BEFORE-
Bounty Hunter Subduer
Level 7 Skirmisher
Medium natural humanoid
XP 300
HP 76; Bloodied 38
AC 21; Fortitude 20; Reflex 19; Will 18
Speed 6
Initiative +8
Perception +5
Traits
Combat Advantage
The bounty hunter subduer deals an extra 2d6 damage on melee attacks against any target it has combat advantage against.
Standard Actions
m Maul (weapon) • At-Will
Attack: +12 vs. AC
Hit: 2d6 + 5 damage.
M Knockout Blow (weapon) • Recharge 5 6
Requirements: Requires maul.
Attack: +10 vs. Fortitude
Hit: 4d6 + 5 damage, and the target is knocked prone and dazed (save ends).
Skills Nature +10
Str 18 (+7)
Dex 16 (+6)
Wis 14 (+5)
Con 12 (+4)
Int 10 (+3)
Cha 10 (+3)
Alignment unaligned





Equipment leather armor, maul
AFTER-
Bounty Hunter Subduer ND
Level 7 Skirmisher
Medium natural humanoid
XP 300
HP 76; Bloodied 38
AC 21; Fortitude 20; Reflex 19; Will 18
Speed 6
Initiative +8
Perception +5
Traits
Combat Advantage
The bounty hunter subduer deals an extra 2d6 damage on melee attacks against any target it has combat advantage against.
Standard Actions
m Maul (weapon) • At-Will
Attack: +12 vs. AC
Hit: 2d6 + 5 damage.
M Knockout Blow (weapon) • Recharge
Attack: +10 vs. Fortitude
Hit: 4d6 + 5 damage, and the target is knocked prone and dazed (save ends).
Skills Nature +10
Str 18 (+7)
Dex 16 (+6)
Wis 14 (+5)
Con 12 (+4)
Int 10 (+3)
Cha 10 (+3)
Alignment unaligned





Equipment leather armor, maul
CHANGES- None, Maul damage already set on Medium, and High for Knockout Blow.
BEFORE-
Bounty Hunter Strongarm
Level 7 Brute
Medium natural humanoid
XP 300
HP 98; Bloodied 49
AC 19; Fortitude 20; Reflex 17; Will 19
Speed 5
Initiative +4
Perception +11
Low-Light Vision
Traits
Brute Rush
When a bounty hunter strongarm makes a bull rush attack, he pushes the target 2 squares instead of 1 square.
Stand Your Ground
When an effect forces the bounty hunter strongarm to move—through a push, a pull, or a slide—the bounty hunter strongarm moves 1 square less than the effect specifies. When an attack would knock the bounty hunter strongarm prone, the bounty hunter strongarm can roll a saving throw to avoid falling prone.
Standard Actions
m Greataxe (weapon) • At-Will
Attack: +10 vs. AC
Hit: 1d12 + 8 damage.
C Clear The Area (weapon) • Recharge 6
Requirements: Requires greataxe.
Attack: Close burst 1; +8 vs. AC
Hit: 2d12 + 10 damage, and the target is pushed 1 square.
Str 13 (+4)
Dex 12 (+4)
Wis 16 (+6)
Con 18 (+7)
Int 11 (+3)
Cha 8 (+2)
Alignment unaligned





Equipment leather armor, greataxe
AFTER-
Bounty Hunter Strongarm ND
Level 7 Brute
Medium natural humanoid
XP 300
HP 98; Bloodied 49
AC 19; Fortitude 21; Reflex 17; Will 19
Speed 5
Initiative +4
Perception +11
Low-Light Vision
Traits
Brute Rush
When a bounty hunter strongarm makes a bull rush attack, he pushes the target 2 squares instead of 1 square.
Stand Your Ground
When an effect forces the bounty hunter strongarm to move—through a push, a pull, or a slide—the bounty hunter strongarm moves 1 square less than the effect specifies. When an attack would knock the bounty hunter strongarm prone, the bounty hunter strongarm can roll a saving throw to avoid falling prone.
Standard Actions
m Greataxe (weapon) • At-Will
Attack: +12 vs. AC
Hit: 1d12 + 8 damage.
C Clear The Area (weapon) • Recharge
Attack: Close burst 1; +12 vs. AC
Hit: 2d12 + 10 damage, and the target is pushed 1 square.
Str 13 (+4)
Dex 12 (+4)
Wis 16 (+6)
Con 18 (+7)
Int 11 (+3)
Cha 8 (+2)
Alignment unaligned





Equipment leather armor, greataxe
CHANGES- Increased Fort Def by 1 to give average 19 (Brute 12+7 for other Defences). Increased To Hit Greataxe & Clear the Area To Hit as per Brute (Level +5 vs AC). No other changes as damage for both already set on High.
Sorry but this is really the only thing stopping me from gaming, there seems to be no pattern to it- it takes me just far too long to do and because there's nothing (or no-one) to say that's right then...
I need to find a simple solution to this and for life of me I can't see it, I see the errata says for the damage then single target... two or more targets... that just screams dull at me- everything does the same damage that's the same level... I don't get it.
I'm trying to compare it also to the charts from DM Tips but... again I can't see the pattern?
Yet another school of thought says just double the static damage, and in the case of Brutes triple it- that still doesn't feel right, for the Strongarms above that's +24 and +30 respectively.
Please help, this is stopping me from gaming- haven't played now in two weeks because I just can't look at my new creations and say/feel- 'that's it- that's right.'
And again I know (as in point 1. above) that perhaps Heroic creatures don't need this- it's just that I don't want to mess with the XP levels (add creatures to encounters) I want to be able to play the scenarios as written with the errata applied.
Thanks.