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<blockquote data-quote="Li Shenron" data-source="post: 6753324" data-attributes="member: 1465"><p>By the way... if you check out the monster creation rules in the DMG, notice how they totally overlook special offensive abilities that aren't doing bare damage.</p><p></p><p>All the stuff in that chapter of the DMG is about estimating CR by AC, HP, attack bonus and damage per round.</p><p></p><p>In theory, the CR table for custom monsters include a mention of "Save DC". However if you read the text, there is <em>no mention</em> about what kind of effects you should use. Obviously, the result is not the same if the effect is "impose disadvantage on next attack" rather than "disintegrated"! You wouldn't give a monster a <em>disintegrate</em> ability with DC 13 and expect it's only CR3. The effect matters, but the chapter doesn't mention anything except the DC.</p><p></p><p>There's a small section about monsters with spellcasting, and it only says "spells that deal more damage" or "increase the monster's AC of HP" need to be accounted. But <strong>how</strong>? How much? And once again, we're stuck with damage effects and AC/HP numerical increases. What about a monster that can turn invisible or ethereal? What about a monster that can stun or paralyze or grapple?</p><p></p><p>I understand the difficulty of providing such guidelines. What I don't understand, is why I keep hearing about DMs who are happy about having monster creation guidelines in the DMG, when such guidelines seem good only for creating 'bags of hit points' monsters... but the MM is already full of those, why not just pick any one and just change the name/color/appearance?</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6753324, member: 1465"] By the way... if you check out the monster creation rules in the DMG, notice how they totally overlook special offensive abilities that aren't doing bare damage. All the stuff in that chapter of the DMG is about estimating CR by AC, HP, attack bonus and damage per round. In theory, the CR table for custom monsters include a mention of "Save DC". However if you read the text, there is [I]no mention[/I] about what kind of effects you should use. Obviously, the result is not the same if the effect is "impose disadvantage on next attack" rather than "disintegrated"! You wouldn't give a monster a [I]disintegrate[/I] ability with DC 13 and expect it's only CR3. The effect matters, but the chapter doesn't mention anything except the DC. There's a small section about monsters with spellcasting, and it only says "spells that deal more damage" or "increase the monster's AC of HP" need to be accounted. But [B]how[/B]? How much? And once again, we're stuck with damage effects and AC/HP numerical increases. What about a monster that can turn invisible or ethereal? What about a monster that can stun or paralyze or grapple? I understand the difficulty of providing such guidelines. What I don't understand, is why I keep hearing about DMs who are happy about having monster creation guidelines in the DMG, when such guidelines seem good only for creating 'bags of hit points' monsters... but the MM is already full of those, why not just pick any one and just change the name/color/appearance? [/QUOTE]
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