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Newbie Needs Help Creating Elite Monsters
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4990397" data-attributes="member: 82106"><p>Well, without getting into the specifics of the 2 NPCs you presented too much all the DMG2 says about Elites is to not give them (or Solos) any defense bonuses. This works out pretty well. I personally favor using monster style opponents with monster level hit points etc. Remember, PCs have Second Wind, a lot of surges, a leader to give healing, etc. Monsters don't generally have all that and its a bit too complex for the DM to deal with, so instead they get monster level hit points. It actually works out better. </p><p></p><p>A level 8 Elite Artillery will have 144 hit points. It sounds like a lot but consider a level 7 fighter with a good CON will have around 70 plus 12 or so surges worth 16 each roughly. Even if he has nothing but a potion of healing and Second Wind he can take about 100 damage before going down. With a leader around to give out healing he's easily the equal of an Elite (about right, 2 PCs vs 1 Elite). Now, go with the 50 some HP you have on your guys and even a party that doesn't focus fire will have them down in 3 rounds. One that does will do have both down in 2-3 rounds depending on how well they role.</p><p></p><p>This brings up the last point. It just isn't worth giving opponents a lot of complex powers. Level 7 PCs are going to use probably all 3 encounter powers just because they can, and MIGHT use both at-wills. Even if they use a utility or daily its maybe 6 powers and often a PC will use only 4 powers in a fight and could easily get away with using 2-3. The variety is there more to match different situations than because all of them are needed in any given fight. Monsters fight once, they just don't need more than 3-5 powers.</p><p></p><p>Now, looking at Dast's powers I'd say go with the 2 basic attacks, he'll need both. Just fold the nimble strike into Longbow Attack maybe. Twin Strike is fine. I'm not sure if "New Power" was supposed to be in there or not, but I'd just apply it to his stat block since he has no reason not to use it first thing. Evasive Strike could become just a minor action encounter power that lets him shift 4 squares (more flexible and basically does the same thing as the existing power plus gives him a minor action use at least once). Maybe just keep one or the other of the other two encounter ranged powers and maybe make it recharge on bloodied or recharge 5,6. That and give him 144 hit points. I think he'll be a solid bad guy.</p><p></p><p>If I were making Brant I would just eliminate a bunch of his attack options. Keep the burst and say Fox's Gambit. Maybe instead of two-fisted shooter I'd make it a minor action recharge that gives him an hxcb shot. Maybe recharge his burst when he's bloodied. Again I'd give him about 144 hit points. </p><p></p><p>The only other comment I have is I'm not sure why Brant is marked as being a "leader" since role-wise he has no leader type abilities. Its tough to wrap up leader abilities and a lot of good combat options in one monster though. I might be tempted to throw in a slightly lower level non-elite "sergeant" type that can do a bit for the minions (shift them around etc, a bit like the hobgoblin commander). That might make the minions a bit more relevant since by level 8 they tend to fall pretty quick.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4990397, member: 82106"] Well, without getting into the specifics of the 2 NPCs you presented too much all the DMG2 says about Elites is to not give them (or Solos) any defense bonuses. This works out pretty well. I personally favor using monster style opponents with monster level hit points etc. Remember, PCs have Second Wind, a lot of surges, a leader to give healing, etc. Monsters don't generally have all that and its a bit too complex for the DM to deal with, so instead they get monster level hit points. It actually works out better. A level 8 Elite Artillery will have 144 hit points. It sounds like a lot but consider a level 7 fighter with a good CON will have around 70 plus 12 or so surges worth 16 each roughly. Even if he has nothing but a potion of healing and Second Wind he can take about 100 damage before going down. With a leader around to give out healing he's easily the equal of an Elite (about right, 2 PCs vs 1 Elite). Now, go with the 50 some HP you have on your guys and even a party that doesn't focus fire will have them down in 3 rounds. One that does will do have both down in 2-3 rounds depending on how well they role. This brings up the last point. It just isn't worth giving opponents a lot of complex powers. Level 7 PCs are going to use probably all 3 encounter powers just because they can, and MIGHT use both at-wills. Even if they use a utility or daily its maybe 6 powers and often a PC will use only 4 powers in a fight and could easily get away with using 2-3. The variety is there more to match different situations than because all of them are needed in any given fight. Monsters fight once, they just don't need more than 3-5 powers. Now, looking at Dast's powers I'd say go with the 2 basic attacks, he'll need both. Just fold the nimble strike into Longbow Attack maybe. Twin Strike is fine. I'm not sure if "New Power" was supposed to be in there or not, but I'd just apply it to his stat block since he has no reason not to use it first thing. Evasive Strike could become just a minor action encounter power that lets him shift 4 squares (more flexible and basically does the same thing as the existing power plus gives him a minor action use at least once). Maybe just keep one or the other of the other two encounter ranged powers and maybe make it recharge on bloodied or recharge 5,6. That and give him 144 hit points. I think he'll be a solid bad guy. If I were making Brant I would just eliminate a bunch of his attack options. Keep the burst and say Fox's Gambit. Maybe instead of two-fisted shooter I'd make it a minor action recharge that gives him an hxcb shot. Maybe recharge his burst when he's bloodied. Again I'd give him about 144 hit points. The only other comment I have is I'm not sure why Brant is marked as being a "leader" since role-wise he has no leader type abilities. Its tough to wrap up leader abilities and a lot of good combat options in one monster though. I might be tempted to throw in a slightly lower level non-elite "sergeant" type that can do a bit for the minions (shift them around etc, a bit like the hobgoblin commander). That might make the minions a bit more relevant since by level 8 they tend to fall pretty quick. [/QUOTE]
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