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<blockquote data-quote="AnotherGuy" data-source="post: 9369745" data-attributes="member: 7029930"><p>IMO The designers of 5e messed up so it's on you to redesign monsters and challenges.</p><p></p><p>1. Have incorporeal creatures ignore armour and shields when attacking. Only Dexterity, force magic like the shield provide protection.</p><p>2. Have the DCs to save successfully =+5 over the amount. So if the old DC is 15, a DC of 20 works as before but a 15-19 now has a lesser effect. Example an upcast Sleep spell may make someone Drowsy (new condition) if they save.</p><p>3. Do not be afraid to give monsters class features, feats or better equipment even magical consumables.</p><p>* A Nightmare with barding;</p><p> *A Bugbear with the action surge, fighting style and the Savage Attacker feat;</p><p>*A Beholder with sorcery points</p><p>* A fallen paladin wight that can unholy smite</p><p>...etc</p><p>4. Give opponents Skills - have them grapple casters</p><p>5. Someone drops to 0 they gain a Level of Exhaustion. Adjust recovery rates.</p><p>6. Use Sunder to destroy holy symbols, spell foci etc. Have giants and the like sunder weapons or disarm.</p><p>7. Have dragon breath (depending on age of dragon) destroy equipment and magical items. Have dragon fear DC increase every round.</p><p>8. Use terrain and environment - underwater sinking heavy armoured PCs nevermind disadvantage on all melee attacks with slashing and bludgeoning weapons, pure darkness zones, continuous corridors with reverse gravity effects, flowing magma that causes heat metal effects, cursed ground that diminishes healing, psychic energy fields that drive someone slowly mad (maddness per DMG), thunderous caverns that deafen or break concentration, wild magic zones that weaken attunements, illusionary pockets...etc</p><p>9. Use mob tactics, feel free to have a mob grapple and possibly attempt to restrain PCs</p><p>10. Have Large, Huge and Gargantuan creatures impose conditions with their attacks via save, save with disadvantage and auto failure respectively depending on size - conditions such as shove, knock prone, create difficult terrain etc.</p><p>11. Use PC tactics against them - Hasted Wraiths, Spirit Guardian Cultists, Invisible Stalkers with a Globe of Invulnerability...etc</p><p>12. Reimagine monsters - a werewolf whose howl infects Lycanthropy, a demon whose attacks add flaws, a dao whose attacks gradually petrify beginning with decreasing movement (Slow), a banshee whose scream unleashes lingering injuries, a water weird whose touch incurs a supernatural thirst (new condition)...etc</p><p>13. Increase the scope of Legendary Actions, Lair Actions, Environmental Affects.</p><p>i.e. have a Mummy Lords regional effects, affect potions, magical components made of liquid as they all turn to sand (no saves)</p><p>14. Failures of 5 or more should see results</p><ul> <li data-xf-list-type="ul">lockpicks get broken</li> <li data-xf-list-type="ul">persuasion checks change the NPCs disposition toward pcs</li> <li data-xf-list-type="ul">climb checks see a money pouch untethered from the belt and goes falling down the canyon</li> <li data-xf-list-type="ul">Arcana checks to investigate a teleportation circle cause a feedback that sucks a spell slot</li> </ul></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9369745, member: 7029930"] IMO The designers of 5e messed up so it's on you to redesign monsters and challenges. 1. Have incorporeal creatures ignore armour and shields when attacking. Only Dexterity, force magic like the shield provide protection. 2. Have the DCs to save successfully =+5 over the amount. So if the old DC is 15, a DC of 20 works as before but a 15-19 now has a lesser effect. Example an upcast Sleep spell may make someone Drowsy (new condition) if they save. 3. Do not be afraid to give monsters class features, feats or better equipment even magical consumables. * A Nightmare with barding; *A Bugbear with the action surge, fighting style and the Savage Attacker feat; *A Beholder with sorcery points * A fallen paladin wight that can unholy smite ...etc 4. Give opponents Skills - have them grapple casters 5. Someone drops to 0 they gain a Level of Exhaustion. Adjust recovery rates. 6. Use Sunder to destroy holy symbols, spell foci etc. Have giants and the like sunder weapons or disarm. 7. Have dragon breath (depending on age of dragon) destroy equipment and magical items. Have dragon fear DC increase every round. 8. Use terrain and environment - underwater sinking heavy armoured PCs nevermind disadvantage on all melee attacks with slashing and bludgeoning weapons, pure darkness zones, continuous corridors with reverse gravity effects, flowing magma that causes heat metal effects, cursed ground that diminishes healing, psychic energy fields that drive someone slowly mad (maddness per DMG), thunderous caverns that deafen or break concentration, wild magic zones that weaken attunements, illusionary pockets...etc 9. Use mob tactics, feel free to have a mob grapple and possibly attempt to restrain PCs 10. Have Large, Huge and Gargantuan creatures impose conditions with their attacks via save, save with disadvantage and auto failure respectively depending on size - conditions such as shove, knock prone, create difficult terrain etc. 11. Use PC tactics against them - Hasted Wraiths, Spirit Guardian Cultists, Invisible Stalkers with a Globe of Invulnerability...etc 12. Reimagine monsters - a werewolf whose howl infects Lycanthropy, a demon whose attacks add flaws, a dao whose attacks gradually petrify beginning with decreasing movement (Slow), a banshee whose scream unleashes lingering injuries, a water weird whose touch incurs a supernatural thirst (new condition)...etc 13. Increase the scope of Legendary Actions, Lair Actions, Environmental Affects. i.e. have a Mummy Lords regional effects, affect potions, magical components made of liquid as they all turn to sand (no saves) 14. Failures of 5 or more should see results [LIST] [*]lockpicks get broken [*]persuasion checks change the NPCs disposition toward pcs [*]climb checks see a money pouch untethered from the belt and goes falling down the canyon [*]Arcana checks to investigate a teleportation circle cause a feedback that sucks a spell slot [/LIST] [/QUOTE]
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