Red Hand of Doom; my players--stay out!

Thanks for all input!

Slight aside:

What do you do for non-classed creatures to ramp them up?

I ask because I like the sound of this houserule.


Probably add more feats as well. The feat selection of the monsters in the MM is downright horrendous - you will be amazed at how much more powerful they can be just by swapping in a few new feats.;)

Yep, that's all I'm really doing. The msWord document with the changes is over 100 pages long. (I could make it shorter, but I do repeat entries rather than have to flip back & forth, and I've added some spell descriptions for the bosses at the end just to speed up gameplay.)

We also use Perception instead of Spot and Listen, and Sneak instead of Hide and Move Silently. So, I usually change Alertness to Skill Focus: Perception. And if a baddie has both of the "old version" skills (e.g., Hide and Move Silently) I suddenly get more skill points to play with, too.



We have since moved on to Book of Experimental Might (I and II), but since we had already started Red Hand of Doom, and I had converted over half the stat blocks, I didn't want to re-do all those monsters again.
 

log in or register to remove this ad

Pets & Sidekicks

Remove ads

Top