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Skill-linked monsters (defeated by skill checks)
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<blockquote data-quote="eriktheguy" data-source="post: 5476136" data-attributes="member: 83662"><p>The more I look at it, the more I want to use less rules and more DM fiat when running skill-linked monsters. I want to allow more leeway on the players' parts to come up with reasons to use skills and try to say "no" less. At the same time I don't want players to turn to skill checks as soon as they run out of encounter powers. If defeating monsters with skills is too easy you will never see another at-will again.</p><p></p><p>In general it should be one standard action to kill a group of minions, a standard monster, bloody an elite, 1/4 damage to a solo. This is still much better action economy than most dailies give. Making skill linked monsters count for 1/2 exp evens this out and makes using a skill about as powerful as a daily.</p><p></p><p>Against normal monsters this is much more powerful than against skill-linked monsters, simply because the action economy is so attractive that players will look for lame excuses to just use their powers and never use at-wills again. "You said it was dark right? Can't I just kill him with a stealth check?", "It's an elemental? I'll just unsummon it with arcana."</p><p></p><p>So here's my solution. When a player wants to try to defeat monsters with a skill check they tell you. They spend a standard action and explain what they are trying to do, which skill they are using, and why it should work. You determine based on their explanation which category below their attempt falls into.</p><p></p><p><strong>Condition</strong>: Player makes skill check against skill based monster, <strong>or</strong> comes up with an excellent reason to use a different skill against a skill-linked monster, <strong>or</strong> comes up with an excellent reason to use a skill against a normal monster. "We killed the summoner, so the elemental should be easier to banish now, I try to unsummon it with arcana.", "You said the mercenaries can be scared with intimidate? I worked with them for a few months awhile back, so I want to trick them with Bluff instead."</p><p><strong>Effect</strong>: Kill minions in 5x5 area, kill standard, 1/2 damage to elite, 1/4 damage to solo</p><p></p><p><strong>Condition</strong>: Player uses the wrong skill against a skill based monster but it is still reasonable, <strong>or </strong>player comes up with a very good reason to use a skill against a normal monster.</p><p><strong>Effect</strong>: Kill minions in 3x3 area, 1/2 damage to standard, 1/4 damage to elite, 1/8 damage to solo.</p><p></p><p><strong>Condition</strong>: Player comes up with a reason to use a skill that you deem implausible.</p><p><strong>Effect:</strong> None, but on a successful skill check the player wastes only a minor action rather than a standard one.</p><p></p><p>In general, anything less than a great argument should be unable to convince you to allow the skill usage. In order to stick by the 'don't be a sinker' ideology of 4e, they can always make a skill check to realize their folly and save their standard action (losing only a minor instead). As a rule, you should drop a hint or two each time they use a skill. If they use an ineffective skill, let them know why it didn't work and what else might work better. If they use the wrong skill against a skill based monsters, let them know that there might be a better way to do it.</p><p></p><p>What are excellent and very good reasons to use a skill against a monster? An excellent reason is one that has you thinking "that's so obvious, I should have made this a skill linked monster in the first place." A very good reason is one that is less obvious, but convincing enough to impress you more than usual.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 5476136, member: 83662"] The more I look at it, the more I want to use less rules and more DM fiat when running skill-linked monsters. I want to allow more leeway on the players' parts to come up with reasons to use skills and try to say "no" less. At the same time I don't want players to turn to skill checks as soon as they run out of encounter powers. If defeating monsters with skills is too easy you will never see another at-will again. In general it should be one standard action to kill a group of minions, a standard monster, bloody an elite, 1/4 damage to a solo. This is still much better action economy than most dailies give. Making skill linked monsters count for 1/2 exp evens this out and makes using a skill about as powerful as a daily. Against normal monsters this is much more powerful than against skill-linked monsters, simply because the action economy is so attractive that players will look for lame excuses to just use their powers and never use at-wills again. "You said it was dark right? Can't I just kill him with a stealth check?", "It's an elemental? I'll just unsummon it with arcana." So here's my solution. When a player wants to try to defeat monsters with a skill check they tell you. They spend a standard action and explain what they are trying to do, which skill they are using, and why it should work. You determine based on their explanation which category below their attempt falls into. [B]Condition[/B]: Player makes skill check against skill based monster, [B]or[/B] comes up with an excellent reason to use a different skill against a skill-linked monster, [B]or[/B] comes up with an excellent reason to use a skill against a normal monster. "We killed the summoner, so the elemental should be easier to banish now, I try to unsummon it with arcana.", "You said the mercenaries can be scared with intimidate? I worked with them for a few months awhile back, so I want to trick them with Bluff instead." [B]Effect[/B]: Kill minions in 5x5 area, kill standard, 1/2 damage to elite, 1/4 damage to solo [B]Condition[/B]: Player uses the wrong skill against a skill based monster but it is still reasonable, [B]or [/B]player comes up with a very good reason to use a skill against a normal monster. [B]Effect[/B]: Kill minions in 3x3 area, 1/2 damage to standard, 1/4 damage to elite, 1/8 damage to solo. [B]Condition[/B]: Player comes up with a reason to use a skill that you deem implausible. [B]Effect:[/B] None, but on a successful skill check the player wastes only a minor action rather than a standard one. In general, anything less than a great argument should be unable to convince you to allow the skill usage. In order to stick by the 'don't be a sinker' ideology of 4e, they can always make a skill check to realize their folly and save their standard action (losing only a minor instead). As a rule, you should drop a hint or two each time they use a skill. If they use an ineffective skill, let them know why it didn't work and what else might work better. If they use the wrong skill against a skill based monsters, let them know that there might be a better way to do it. What are excellent and very good reasons to use a skill against a monster? An excellent reason is one that has you thinking "that's so obvious, I should have made this a skill linked monster in the first place." A very good reason is one that is less obvious, but convincing enough to impress you more than usual. [/QUOTE]
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