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<blockquote data-quote="ggroy" data-source="post: 4883416" data-attributes="member: 83805"><p>One thing I've noticed which really causes combat encounters to grind really slow, is when the AC and other defenses of the monsters are out of whack from being too high. (This is from a lot of trial and error and messing up too many of my encounters over the last year or so).</p><p></p><p>An example of stats being too high are generic minions which require a natural 16 or 17 (and over) on a d20 roll to hit them (ie. 25% or 20% probability to hit). Now when making up generic minions, I'll adjust their defenses such that they can be hit with a natural 10 or 11 (and over) on a d20 to-hit attack roll (ie. 55% or 50% probability to hit).</p><p></p><p>In most of my encounters I use a lot of minions. I have modified some of the minions in ways such as:</p><p></p><p>- requiring 2 or 3 hits to kill them instead of just 1 hit</p><p>- supplying them with daily and/or encounter type powers</p><p>- wearing armor</p><p>- etc ...</p><p></p><p>An example would be spellcasters and other controller type badguys, which I generally make to be minion-like with dailies and/or encounter type spells, that can do a lot of damage to the players before a player finally kills them with one hit. Same story with minion-like archers repeatedly shooting arrows at the players.</p><p></p><p>Depending on how powerful a particular "modified minion" is, I typically make them equal to two or three generic minions for XP purposes. Sometimes for a relatively powerful or tough minion, I'll make it equal to a generic monster/badguy for XP purposes.</p></blockquote><p></p>
[QUOTE="ggroy, post: 4883416, member: 83805"] One thing I've noticed which really causes combat encounters to grind really slow, is when the AC and other defenses of the monsters are out of whack from being too high. (This is from a lot of trial and error and messing up too many of my encounters over the last year or so). An example of stats being too high are generic minions which require a natural 16 or 17 (and over) on a d20 roll to hit them (ie. 25% or 20% probability to hit). Now when making up generic minions, I'll adjust their defenses such that they can be hit with a natural 10 or 11 (and over) on a d20 to-hit attack roll (ie. 55% or 50% probability to hit). In most of my encounters I use a lot of minions. I have modified some of the minions in ways such as: - requiring 2 or 3 hits to kill them instead of just 1 hit - supplying them with daily and/or encounter type powers - wearing armor - etc ... An example would be spellcasters and other controller type badguys, which I generally make to be minion-like with dailies and/or encounter type spells, that can do a lot of damage to the players before a player finally kills them with one hit. Same story with minion-like archers repeatedly shooting arrows at the players. Depending on how powerful a particular "modified minion" is, I typically make them equal to two or three generic minions for XP purposes. Sometimes for a relatively powerful or tough minion, I'll make it equal to a generic monster/badguy for XP purposes. [/QUOTE]
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