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New Monsters damage et al driving me insane.
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<blockquote data-quote="monboesen" data-source="post: 5358584" data-attributes="member: 4647"><p>I'm a fellow anal retentive DM who had trouble challenging my players.</p><p></p><p>But unlike you I don't find a chore to implement the errata changes. I'll do the same monsters you did, time it and explain what I did and why.</p><p></p><p>Bounty Hunter Snaremaster Level 7 Artillery</p><p>Small natural humanoid XP 300</p><p>HP 61; Bloodied 31</p><p>AC 19; Fortitude 18; Reflex 20; Will 19</p><p>Speed 6</p><p>Initiative +7</p><p>Perception +11</p><p></p><p>Standard Actions</p><p>m Rapier (weapon) • At-Will</p><p>Attack: +12 vs. AC</p><p>Hit: 2d8 + 3 damage.</p><p>r Bolas (weapon) • At-Will</p><p>Attack: Ranged 10/20; +12 vs. Reflex</p><p>Hit: 3d4 + 5 damage, and the target is restrained (save ends).</p><p>R Keep'Em Separated (weapon) • Recharge 5 6</p><p>Attack: Ranged 10/20 (three targets in range); +12 vs. Reflex</p><p>Hit: 4d4 + 4 damage, and the target slides 2 squares and is restrained (save ends).</p><p>Triggered Actions</p><p>Second Chance • Encounter</p><p>Effect (Immediate Interrupt): The bounty hunter snaremaster forces the attacker to reroll the attack and take the new result.</p><p>Str 10 (+3) Dex 19 (+7) Wis 16 (+6)</p><p>Con 13 (+4) Int 13 (+4) Cha 10 (+3)</p><p>Alignment unaligned<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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" />Languages Common, Dwarven</p><p>Equipment leather armor, rapier, bola x6</p><p></p><p></p><p>Time: 3 minutes.</p><p></p><p>1. I checked the defenses. They are spot on the guideline for artillery.</p><p>2. I changed his to his bonuses to the guideline +5 vs. AC and +3 vs. other defenses.</p><p>3. I checked the attack bonus and damage on the three attack options. The expected damage should be around 15 (lvl+8) for at-will attacks and 25-50 % higher on encounter attacks. </p><p></p><p>For the attacks I adjusted all to hit settings to normal and all damage settings to medium and 15 damage. </p><p></p><p>Then i bumped the Rapier melee damage down by 25% to reward players who choose to melee an artillery piece. </p><p></p><p>I also bumped the at-will bola damage down by 25 due to the annoying restrained condition. The attack bonus I increased by 2 as recommended for artillery ranged attacks.</p><p></p><p>For the encounter bola attack I bumped the damage up by 25%. The attack bonus I increased by 2 as recommended for artillery ranged attacks.</p><p></p><p>Done</p><p></p><p></p><p></p><p>Bounty Hunter Subduer Level 7 Skirmisher</p><p>Medium natural humanoid XP 300</p><p>HP 76; Bloodied 38</p><p>AC 21; Fortitude 20; Reflex 19; Will 18</p><p>Speed 6</p><p>Initiative +8</p><p>Perception +5</p><p></p><p>Traits</p><p>Combat Advantage</p><p>The bounty hunter subduer deals an extra 2d6 damage on melee attacks against any target it has combat advantage against.</p><p>Standard Actions</p><p>m Maul (weapon) • At-Will</p><p>Attack: +12 vs. AC</p><p>Hit: 3d6 + 5 damage.</p><p>M Knockout Blow (weapon) • Recharge 5 6</p><p>Attack: +10 vs. Fortitude</p><p>Hit: 4d6 + 4 damage, and the target is knocked prone and dazed (save ends).</p><p>Skills Nature +10</p><p>Str 18 (+7) Dex 16 (+6) Wis 14 (+5)</p><p>Con 12 (+4) Int 10 (+3) Cha 10 (+3)</p><p>Alignment unaligned<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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" />Languages Common</p><p>Equipment leather armor, maul</p><p></p><p>Time: 2 minutes.</p><p></p><p>1. I checked the defenses. They are spot on the guideline for skirmishers.</p><p>2. I checked his to his bonuses to hit, they are correct.</p><p>3. I checked the attack bonus and damage on the two attack options. The expected damage should be around 15 (lvl+8) for at-will attacks and 25-50 % higher on encounter attacks. </p><p></p><p>For the attacks I adjusted all to hit settings to normal and all damage settings to medium and 15 damage. </p><p></p><p>For the encounter attack I bumped the damage up by 25%. Foregoing the 50% because of the possible recharge and nasty condition.</p><p></p><p>Done</p><p></p><p></p><p>Bounty Hunter Strongarm Level 7 Brute</p><p>Medium natural humanoid XP 300</p><p>HP 98; Bloodied 49</p><p>AC 19; Fortitude 20; Reflex 17; Will 19</p><p>Speed 5</p><p>Initiative +4</p><p>Perception +11</p><p>Low-Light Vision</p><p>Traits</p><p>Brute Rush</p><p>When a bounty hunter strongarm makes a bull rush attack, he pushes the target 2 squares instead of 1 square.</p><p>Stand Your Ground</p><p>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.</p><p>Standard Actions</p><p>m Greataxe (weapon) • At-Will</p><p>Attack: +12 vs. AC</p><p>Hit: 1d12 + 11 damage.</p><p>C Clear The Area (weapon) • Recharge 6</p><p>Attack: Close burst 1; +12 vs. AC</p><p>Hit: 1d12 + 15 damage, and the target is pushed 1 square.</p><p>Str 13 (+4) Dex 12 (+4) Wis 16 (+6)</p><p>Con 18 (+7) Int 11 (+3) Cha 8 (+2)</p><p>Alignment unaligned<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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" />Languages Common, Dwarven</p><p>Equipment leather armor, greataxe</p><p></p><p>Time: 1 minute.</p><p></p><p>1. I checked the defenses. They are spot on the guideline for brutes.</p><p>2. I changed his to his bonuses to the guideline +5 vs. AC and +3 vs. other defenses.</p><p>3. I checked the attack bonus and damage on the two attack options. The expected damage should be around 19 ((lvl+8)*1,25 because its a Brute) for at-will attacks and 25-50 % higher on encounter attacks. </p><p></p><p>For the attacks I adjusted all to hit settings to normal and all damage settings to medium and 19 damage. </p><p></p><p>For the encounter attack I bumped the damage up by 50%. Why, because Brutes need to hit hard and he is unlikely to rechare the attack.</p><p></p><p>Done</p><p></p><p></p><p>So about 6 minutes work to make the three dudes more of a challenge. In fact this post took far longer than the actual work.</p><p></p><p></p><p>So what I don't really get is why it's taking you so long. I have printed the two relevant tables (Damage per level and Monster statistics by role) and use the Monster Builder. With those two I find it both fast and easy to adjust the monsters.</p><p></p><p></p><p>And boy have my players been able to feel the difference. To be fair I warned them that I was now going by the new expected accuracy and damage values. </p><p></p><p>Since then level appropriate monsters have been much more challenging. And the players have a new found respect for brutes<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=";)" /></p></blockquote><p></p>
[QUOTE="monboesen, post: 5358584, member: 4647"] I'm a fellow anal retentive DM who had trouble challenging my players. But unlike you I don't find a chore to implement the errata changes. I'll do the same monsters you did, time it and explain what I did and why. 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: +12 vs. AC Hit: 2d8 + 3 damage. r Bolas (weapon) • At-Will Attack: Ranged 10/20; +12 vs. Reflex Hit: 3d4 + 5 damage, and the target is restrained (save ends). R Keep'Em Separated (weapon) • Recharge 5 6 Attack: Ranged 10/20 (three targets in range); +12 vs. Reflex Hit: 4d4 + 4 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 Time: 3 minutes. 1. I checked the defenses. They are spot on the guideline for artillery. 2. I changed his to his bonuses to the guideline +5 vs. AC and +3 vs. other defenses. 3. I checked the attack bonus and damage on the three attack options. The expected damage should be around 15 (lvl+8) for at-will attacks and 25-50 % higher on encounter attacks. For the attacks I adjusted all to hit settings to normal and all damage settings to medium and 15 damage. Then i bumped the Rapier melee damage down by 25% to reward players who choose to melee an artillery piece. I also bumped the at-will bola damage down by 25 due to the annoying restrained condition. The attack bonus I increased by 2 as recommended for artillery ranged attacks. For the encounter bola attack I bumped the damage up by 25%. The attack bonus I increased by 2 as recommended for artillery ranged attacks. Done 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: 3d6 + 5 damage. M Knockout Blow (weapon) • Recharge 5 6 Attack: +10 vs. Fortitude Hit: 4d6 + 4 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 Time: 2 minutes. 1. I checked the defenses. They are spot on the guideline for skirmishers. 2. I checked his to his bonuses to hit, they are correct. 3. I checked the attack bonus and damage on the two attack options. The expected damage should be around 15 (lvl+8) for at-will attacks and 25-50 % higher on encounter attacks. For the attacks I adjusted all to hit settings to normal and all damage settings to medium and 15 damage. For the encounter attack I bumped the damage up by 25%. Foregoing the 50% because of the possible recharge and nasty condition. Done 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: +12 vs. AC Hit: 1d12 + 11 damage. C Clear The Area (weapon) • Recharge 6 Attack: Close burst 1; +12 vs. AC Hit: 1d12 + 15 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 Time: 1 minute. 1. I checked the defenses. They are spot on the guideline for brutes. 2. I changed his to his bonuses to the guideline +5 vs. AC and +3 vs. other defenses. 3. I checked the attack bonus and damage on the two attack options. The expected damage should be around 19 ((lvl+8)*1,25 because its a Brute) for at-will attacks and 25-50 % higher on encounter attacks. For the attacks I adjusted all to hit settings to normal and all damage settings to medium and 19 damage. For the encounter attack I bumped the damage up by 50%. Why, because Brutes need to hit hard and he is unlikely to rechare the attack. Done So about 6 minutes work to make the three dudes more of a challenge. In fact this post took far longer than the actual work. So what I don't really get is why it's taking you so long. I have printed the two relevant tables (Damage per level and Monster statistics by role) and use the Monster Builder. With those two I find it both fast and easy to adjust the monsters. And boy have my players been able to feel the difference. To be fair I warned them that I was now going by the new expected accuracy and damage values. Since then level appropriate monsters have been much more challenging. And the players have a new found respect for brutes;) [/QUOTE]
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