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Preserving the Fear Inherent in 1st Level
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<blockquote data-quote="Caliburn101" data-source="post: 7492116" data-attributes="member: 6802178"><p>A quick rule of thumb set of modifications I use is;</p><p></p><p>1. Increase monster damage dice by one dice-step for all dice involved (e.g. d8's turn into d10's).</p><p>2. Increased monster HD (and recalculate resulting HPs) by one dice-step (as above).</p><p>3. Increase AC of monsters by 25% of CR (round down). Alternatively fro humanoids, give them better armour to wear and give out shields where possible.</p><p>4. Increase DC's of monster abilities by half of proficiency progression (i.e. +1 to +3) appropriate for the level of the game.</p><p>5. Make frequent use of monster 'commanders' who use an action at the start of combat to inspire their 'troops' and give them all temporary HP equal to 2+CR.</p><p>6. Use terrain and tactics mercilessly - monsters do NOT generally want to die, and should act like it!</p><p></p><p>Examples of easy to use tactics;</p><p></p><ul> <li data-xf-list-type="ul">Ambush the party and use the advantage on a surprise round to disarm with one adversary and kick the weapon away with an adjacent one (or even pick it up...)</li> <li data-xf-list-type="ul">Have missile equipped humanoids use pavise shields to fire from behind</li> <li data-xf-list-type="ul">One grapples, the other pummels...</li> <li data-xf-list-type="ul">Flanking, flanking, flanking</li> <li data-xf-list-type="ul">Have the heavily armoured take a single move in first and have them declare dodge... soak up the inevitable splurge of party attacks... then unleash some heavy hitters from another location who don't have to fear immediate retaliation</li> <li data-xf-list-type="ul">Shield walls... watch Vikings if you don't know why these were used so very, very often</li> <li data-xf-list-type="ul">Long range missile volleys - it's always nice to get 10 free attacks in from sensible Goblins before the super-archer of the group kills just one of them - don't rush to melee if you don't have to</li> <li data-xf-list-type="ul">Use the terrain like a pro - step out, fire an arrow, step back into 100% cover behind that big rock; form a fighting line just on the other side of broken ground, and wait for the party to come to you as you dodge and lock those shields</li> <li data-xf-list-type="ul">Fire pigs! (see Roman battlefield tactics)</li> <li data-xf-list-type="ul">Kill the horses and run off...</li> <li data-xf-list-type="ul">Attack at night in overwhelming force after the Orc Shaman casts a silence spell over the campfire...</li> </ul><p></p><p>Need I go on...</p><p></p><p></p><p>These tweaks take seconds to calculate on a statblock and make a surprising difference to making games feel like a threat again.</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 7492116, member: 6802178"] A quick rule of thumb set of modifications I use is; 1. Increase monster damage dice by one dice-step for all dice involved (e.g. d8's turn into d10's). 2. Increased monster HD (and recalculate resulting HPs) by one dice-step (as above). 3. Increase AC of monsters by 25% of CR (round down). Alternatively fro humanoids, give them better armour to wear and give out shields where possible. 4. Increase DC's of monster abilities by half of proficiency progression (i.e. +1 to +3) appropriate for the level of the game. 5. Make frequent use of monster 'commanders' who use an action at the start of combat to inspire their 'troops' and give them all temporary HP equal to 2+CR. 6. Use terrain and tactics mercilessly - monsters do NOT generally want to die, and should act like it! Examples of easy to use tactics; [LIST] [*]Ambush the party and use the advantage on a surprise round to disarm with one adversary and kick the weapon away with an adjacent one (or even pick it up...) [*]Have missile equipped humanoids use pavise shields to fire from behind [*]One grapples, the other pummels... [*]Flanking, flanking, flanking [*]Have the heavily armoured take a single move in first and have them declare dodge... soak up the inevitable splurge of party attacks... then unleash some heavy hitters from another location who don't have to fear immediate retaliation [*]Shield walls... watch Vikings if you don't know why these were used so very, very often [*]Long range missile volleys - it's always nice to get 10 free attacks in from sensible Goblins before the super-archer of the group kills just one of them - don't rush to melee if you don't have to [*]Use the terrain like a pro - step out, fire an arrow, step back into 100% cover behind that big rock; form a fighting line just on the other side of broken ground, and wait for the party to come to you as you dodge and lock those shields [*]Fire pigs! (see Roman battlefield tactics) [*]Kill the horses and run off... [*]Attack at night in overwhelming force after the Orc Shaman casts a silence spell over the campfire... [/LIST] Need I go on... These tweaks take seconds to calculate on a statblock and make a surprising difference to making games feel like a threat again. [/QUOTE]
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