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<blockquote data-quote="GM Dave" data-source="post: 5796413" data-attributes="member: 6687992"><p>I build monsters to fit my players.</p><p></p><p>When I want my players to mow through a group of orcs like they are wielding hedge clippers then I look at what their average bonus to hit is, their average amount of damage and then generate the monsters that I want with the appropriate 'name' attached.</p><p></p><p>If my players have a +3 to +5 bonus at first level then this works out to opponents usually having an AC 10 or 11 in 3e terms. If there damage is roughly d6 to d8 then I set the hit points at around 5 each (some take 2 hits to go down but most go down on the first blow). If I want to make the players feel tougher then I'll drop the damage to d4.</p><p></p><p>Players happily wade through dozens of monsters made like that.</p><p></p><p>If I want a 'tougher' goblin or orc then I'll describe something like strange tattoos, larger size, and bulging muscles. Surprise, the AC now is up to 13 (I tend to keep AC's lower for monsters as my players like the feel they hit more than miss), and up the HP to 15 or 20. I use a few less of these and don't raise the damage they do too much (d4+1 or d6) and now the players feel the 'difference' in these 'super' orcs.</p><p></p><p>From that base design core, I can add on extras to make the various orcs or other monsters feel different. If they are fire breathing newts then I'll tack on a 'burning hands' attack as a special ability. Slavemasters get whips that entangle like a grapple or an entangling bag depending on how I feel.</p><p></p><p>I start with the capabilities and tactics of my players and create challenges to their styles of play.</p><p></p><p>Sometimes I'll use more open areas and fit my team with plenty of archers and sometimes I'll use twisty environments or ambushers that keep the fight close and personal.</p><p></p><p>This does two things;</p><p></p><p>1> Monsters are not a flat forever description in the MM but a living tool that can be used to describe any type of play. This is how to keep monsters relevant at all levels. (It is actually the mechanic behind ages of dragons so level 1 parties and level 20 parties can face dragons and feel they are challenged).</p><p></p><p>2> Players can read the MM all they want and still not know what for sure the monster ahead of them 'might' do or how 'tough' a fight it will be. This keeps the fear and wonder in the game.</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5796413, member: 6687992"] I build monsters to fit my players. When I want my players to mow through a group of orcs like they are wielding hedge clippers then I look at what their average bonus to hit is, their average amount of damage and then generate the monsters that I want with the appropriate 'name' attached. If my players have a +3 to +5 bonus at first level then this works out to opponents usually having an AC 10 or 11 in 3e terms. If there damage is roughly d6 to d8 then I set the hit points at around 5 each (some take 2 hits to go down but most go down on the first blow). If I want to make the players feel tougher then I'll drop the damage to d4. Players happily wade through dozens of monsters made like that. If I want a 'tougher' goblin or orc then I'll describe something like strange tattoos, larger size, and bulging muscles. Surprise, the AC now is up to 13 (I tend to keep AC's lower for monsters as my players like the feel they hit more than miss), and up the HP to 15 or 20. I use a few less of these and don't raise the damage they do too much (d4+1 or d6) and now the players feel the 'difference' in these 'super' orcs. From that base design core, I can add on extras to make the various orcs or other monsters feel different. If they are fire breathing newts then I'll tack on a 'burning hands' attack as a special ability. Slavemasters get whips that entangle like a grapple or an entangling bag depending on how I feel. I start with the capabilities and tactics of my players and create challenges to their styles of play. Sometimes I'll use more open areas and fit my team with plenty of archers and sometimes I'll use twisty environments or ambushers that keep the fight close and personal. This does two things; 1> Monsters are not a flat forever description in the MM but a living tool that can be used to describe any type of play. This is how to keep monsters relevant at all levels. (It is actually the mechanic behind ages of dragons so level 1 parties and level 20 parties can face dragons and feel they are challenged). 2> Players can read the MM all they want and still not know what for sure the monster ahead of them 'might' do or how 'tough' a fight it will be. This keeps the fear and wonder in the game. [/QUOTE]
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