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<blockquote data-quote="jodyjohnson" data-source="post: 351969" data-attributes="member: 5590"><p><strong>Dramatic Opponent Template</strong></p><p></p><p>I have no problem with general mooks, fillers, underlings and wandering monsters getting held, petrified, disintegrated, power word killed, polymorphed into fish, phantasmal killed, slay living'd, destruction'd, imploded, etc. In encounters where the opponents are not the climax of the adventure those are all fine. When it happens in the surprise action to your main villain I think it's less fun for everyone.</p><p></p><p>I'd like to see a Dramatic Opponent Template where the players know that these save-or-die spells will have less than dramatic results. There are a whole range of new impairment types in 3e that could be more widely used. Exhausted, fatigued, slowed, hindered, shaken, negative enhancement modifiers (not ability damage - they don't stack), entangled, dazed, dazzled, and probably a few I forgot. </p><p>__________________________________________</p><p>Dramatic Opponent Template (example)</p><p>Added to any creature deemed by the DM to be a pivotal opponent for the plot.</p><p></p><p>If the create has DR it receives DR x/- where x equals half the orignal DR rounded down to the nearest multiple of 5.</p><p></p><p>Creatures receives special reduced effects versus certain effects (not immunity)</p><p></p><p>Petrification: instead of being turned to stone the creature fights through the effect and is considered slowed.</p><p>Stun: treat as dazed instead</p><p>Death: treat as exhausted</p><p>Turned: treat as shaken</p><p>Slowed by spell: treat as hindered</p><p>Held: treat as entangled</p><p>Blinded: treat as dazzled</p><p>Feebleminded: treat as a 2d6 Int penalty</p><p>Polymorphed: instead of being transformed the creature fights through the morphing and is considered slowed.</p><p>Critical: the creature does not suffer criticals in the standard way. Damage is not multiplied or sneak attack damage added, however the creature still receives an extra +1 damage per extra dice involved (+6d6 sneak does +6, greatsword crit does +2, greataxe crit does +2, longsword crit does +1, etc)</p><p></p><p>If the creature suffers the same effect in a subsequent round while still suffering the reduced effect the subsequent effect is not reduced, but occurs as normal.</p><p>_______________________________________</p><p></p><p>Instead of the piling on of immunities to create the higher CR creatures like in MM2, the ELH, and probably the FF, creatures could have middle of the road effect reductions which wouldn't totally negate the spells usefulness. </p><p></p><p>I'm sure I missed a few save or die spells but that's the general idea. More reduced effects for spells and less complete immunity. Plus there's always more room for creatures like the golems where spells have different effects.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 351969, member: 5590"] [b]Dramatic Opponent Template[/b] I have no problem with general mooks, fillers, underlings and wandering monsters getting held, petrified, disintegrated, power word killed, polymorphed into fish, phantasmal killed, slay living'd, destruction'd, imploded, etc. In encounters where the opponents are not the climax of the adventure those are all fine. When it happens in the surprise action to your main villain I think it's less fun for everyone. I'd like to see a Dramatic Opponent Template where the players know that these save-or-die spells will have less than dramatic results. There are a whole range of new impairment types in 3e that could be more widely used. Exhausted, fatigued, slowed, hindered, shaken, negative enhancement modifiers (not ability damage - they don't stack), entangled, dazed, dazzled, and probably a few I forgot. __________________________________________ Dramatic Opponent Template (example) Added to any creature deemed by the DM to be a pivotal opponent for the plot. If the create has DR it receives DR x/- where x equals half the orignal DR rounded down to the nearest multiple of 5. Creatures receives special reduced effects versus certain effects (not immunity) Petrification: instead of being turned to stone the creature fights through the effect and is considered slowed. Stun: treat as dazed instead Death: treat as exhausted Turned: treat as shaken Slowed by spell: treat as hindered Held: treat as entangled Blinded: treat as dazzled Feebleminded: treat as a 2d6 Int penalty Polymorphed: instead of being transformed the creature fights through the morphing and is considered slowed. Critical: the creature does not suffer criticals in the standard way. Damage is not multiplied or sneak attack damage added, however the creature still receives an extra +1 damage per extra dice involved (+6d6 sneak does +6, greatsword crit does +2, greataxe crit does +2, longsword crit does +1, etc) If the creature suffers the same effect in a subsequent round while still suffering the reduced effect the subsequent effect is not reduced, but occurs as normal. _______________________________________ Instead of the piling on of immunities to create the higher CR creatures like in MM2, the ELH, and probably the FF, creatures could have middle of the road effect reductions which wouldn't totally negate the spells usefulness. I'm sure I missed a few save or die spells but that's the general idea. More reduced effects for spells and less complete immunity. Plus there's always more room for creatures like the golems where spells have different effects. [/QUOTE]
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