Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Poll: What is a Level 1 PC?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Neonchameleon" data-source="post: 6050384" data-attributes="member: 87792"><p>That to me sounds like you're using the Monster Manual 1 for monsters and not Monster Vault - even low level monsters are a whole lot meaner in general in MV. It also sounds as if your DM is making two textbook mistakes that the rulebooks don't emphasise enough. </p><p></p><p>To compare the difference in meanness between the two books, a level 1 kobold skirmisher in the MM1 does d8 damage and has a d6 sneak attack. The level 1 kobold skirmisher in Monster Vault does between d6+3 and d6+11 damage depending whether the slippery little bugger is dancing circles round you or you've shut him down. You are right that you can safely ignore d8 damage - but <em>no one</em> is able to ignore d6+11 damage at first level.</p><p></p><p></p><p></p><p>The first mistake is that 4e is a game of combined arms. Unless using solos you <em>need</em> more than one monster type and monster role per fight (with the sole exception of non-vanilla skirmishers). Artillery does +25% baseline damage at range and -25% baseline in melee - and both have very poor AC and hit points. Brutes and soldiers don't have ranged attacks but are nasty in combat. Artillery need a battle line in front of them.</p><p></p><p>Skirmishers deserve their own special note because they, to me, come in two types.</p><p></p><p>The first are vanilla skirmishers who have exactly the expected math, melee and ranged attacks, and very little special about them. Useful for making up the numbers with veterans. The second are the interesting ones which have high and low damage states - textbook would be a heroic tier monster with a 2d6 sneak attack when they have combat advantage. </p><p></p><p>But there are other conditions such as the Kobold Quickblade (the MV level 1 skirmisher) that does +2 damage for every square they have shifted so far this turn, and both have Shifty and an at will move action that lets them shift 3 (bumping their damage up from d6+3 to a possible d6+11). You shut down Quickblades by methods like dazing them, knocking them prone, or putting them into the fighter's Defender Aura - or anything else that cuts their move action, like throwing them off something or putting them into difficult terrain to slow down their shifting. Or anything else you can think of including throwing the wizard into the line to box the kobold in to make sure this level 1 skirmisher is doing d6+3 damage rather than d6+11 at will.</p><p></p><p>And deciding whether the monsters do low damage or high (which is around 66% higher than low damage) is decided by positioning, mobility, and tactics. Can you keep the artillery monsters in melee? They are doing low damage. If they can escape and shoot they are doing high. Can you shut down the variable skirmishers and stop them moving the way they want to (normally to sneak attack)? Low damage. If they get to move almost freely it's high damage. A level +1 encounter where the monsters are always allowed to do high damage and focus fire = dead PCs.</p><p></p><p>Out of curiosity, is the difference between a level 1 monster doing d6+3 damage and d6+11 swingy enough? And does it count when the size of the swing is determined by tactics rather than dice?</p><p></p><p></p><p></p><p>The second mistake for setting up combat in 4e and keeping it interesting (as well as combined arms) is to put terrain in. Most 4e PCs have some sort of forced movement powers and/or some form of mobility. Put a simple pit trap into a classic battle and people will shrug and step round the pit. Put it into a 4e battle and, due to the forced movement, you've changed the entire dynamic of the combat. If the fighter has Tide of Iron or the wizard Beguiling Strands, any monster who stands too near that pit is probably going to be pushed in. You've just changed the entire battle from a slugfest to the PCs and monsters dancing round trying to force each other into the hole - a fundamentally <em>much</em> more interesting situation. And make the terrain more interesting than a simple pit...</p><p></p><p></p><p></p><p>Does any of that help?</p><p></p><p></p><p></p><p>In the Rules Compendium a hard encounter is defined as one two to four levels above the group's level. I don't expect a standard encounter to be that likely to kill PCs unless something goes <em>badly</em> wrong (hi there, completely out of position wizard) - otherwise the death rate would be absurd.</p><p></p><p></p><p></p><p>That as long as I leave some terrain in I can get an interesting fight where the monsters seem to have a chance and one of my players worries "We're all going to die" by pulling out a by the book hard encounter.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6050384, member: 87792"] That to me sounds like you're using the Monster Manual 1 for monsters and not Monster Vault - even low level monsters are a whole lot meaner in general in MV. It also sounds as if your DM is making two textbook mistakes that the rulebooks don't emphasise enough. To compare the difference in meanness between the two books, a level 1 kobold skirmisher in the MM1 does d8 damage and has a d6 sneak attack. The level 1 kobold skirmisher in Monster Vault does between d6+3 and d6+11 damage depending whether the slippery little bugger is dancing circles round you or you've shut him down. You are right that you can safely ignore d8 damage - but [I]no one[/I] is able to ignore d6+11 damage at first level. The first mistake is that 4e is a game of combined arms. Unless using solos you [I]need[/I] more than one monster type and monster role per fight (with the sole exception of non-vanilla skirmishers). Artillery does +25% baseline damage at range and -25% baseline in melee - and both have very poor AC and hit points. Brutes and soldiers don't have ranged attacks but are nasty in combat. Artillery need a battle line in front of them. Skirmishers deserve their own special note because they, to me, come in two types. The first are vanilla skirmishers who have exactly the expected math, melee and ranged attacks, and very little special about them. Useful for making up the numbers with veterans. The second are the interesting ones which have high and low damage states - textbook would be a heroic tier monster with a 2d6 sneak attack when they have combat advantage. But there are other conditions such as the Kobold Quickblade (the MV level 1 skirmisher) that does +2 damage for every square they have shifted so far this turn, and both have Shifty and an at will move action that lets them shift 3 (bumping their damage up from d6+3 to a possible d6+11). You shut down Quickblades by methods like dazing them, knocking them prone, or putting them into the fighter's Defender Aura - or anything else that cuts their move action, like throwing them off something or putting them into difficult terrain to slow down their shifting. Or anything else you can think of including throwing the wizard into the line to box the kobold in to make sure this level 1 skirmisher is doing d6+3 damage rather than d6+11 at will. And deciding whether the monsters do low damage or high (which is around 66% higher than low damage) is decided by positioning, mobility, and tactics. Can you keep the artillery monsters in melee? They are doing low damage. If they can escape and shoot they are doing high. Can you shut down the variable skirmishers and stop them moving the way they want to (normally to sneak attack)? Low damage. If they get to move almost freely it's high damage. A level +1 encounter where the monsters are always allowed to do high damage and focus fire = dead PCs. Out of curiosity, is the difference between a level 1 monster doing d6+3 damage and d6+11 swingy enough? And does it count when the size of the swing is determined by tactics rather than dice? The second mistake for setting up combat in 4e and keeping it interesting (as well as combined arms) is to put terrain in. Most 4e PCs have some sort of forced movement powers and/or some form of mobility. Put a simple pit trap into a classic battle and people will shrug and step round the pit. Put it into a 4e battle and, due to the forced movement, you've changed the entire dynamic of the combat. If the fighter has Tide of Iron or the wizard Beguiling Strands, any monster who stands too near that pit is probably going to be pushed in. You've just changed the entire battle from a slugfest to the PCs and monsters dancing round trying to force each other into the hole - a fundamentally [I]much[/I] more interesting situation. And make the terrain more interesting than a simple pit... Does any of that help? In the Rules Compendium a hard encounter is defined as one two to four levels above the group's level. I don't expect a standard encounter to be that likely to kill PCs unless something goes [I]badly[/I] wrong (hi there, completely out of position wizard) - otherwise the death rate would be absurd. That as long as I leave some terrain in I can get an interesting fight where the monsters seem to have a chance and one of my players worries "We're all going to die" by pulling out a by the book hard encounter. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Poll: What is a Level 1 PC?
Top