Reduced HP for monsters: Approved.

One nice thing to do is also to have "cool" attacks drop monsters, even if they've got a bit left. Crit from a daily, but the elite has 4 hp left so the fighter's reaping strike will do the deed? Nah, just call it there, etc.
 

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What I use in my campaign is a damage increase to the Monsters AND the PCs equal to half the level. This is applied to ALL attacks.

This adds symmetry with every other mechanical aspect of the game and it makes area attacks like Racial Feature:Dragon Breath, and secondary attacks much more effective.

It also speeds up play and pushes monter damage output up making for some very intense and exciting fights.

The second thing I implement, based on suggestions from the NEW Monster Creation Manual (found elsewhere on this forum), is to lower Monster Defenses by 1 for every 5 full levels of encounter. In other words, a 20th level foe subtracts 4, a 30th subtracts 6.

This allows PCs to hit more often, which is the BEST way to speed up combat.
 

Adding half level to all attacks encourages multi-attack things (cue the Ranger) more than others, and reducing defenses by so much means that it's trivial to "stun lock" and otherwise apply rampant conditions to monsters.

I do like the idea of adding half your level to damage to attacks, just not to _every_ attack.

In other news, in our game last night, the only complaints were about people killing things too fast. Just when I was thinking of reducing hp myself, I'm having to stop.
 

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