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<blockquote data-quote="AllisterH" data-source="post: 4097071" data-attributes="member: 51325"><p>For reference:</p><p></p><p>Gnoll Claw Fighter Level 6 Skirmisher * XP 250</p><p>Medium Natural Humanoid</p><p>Initiative: +7</p><p>Senses: Perception +6; low-light vision</p><p>HP 70; Bloodied 35</p><p>AC 20; Fortitude 18, Reflex 16, Will 15</p><p>Speed 8; see also mobile melee attack</p><p>M Claw (standard; at-will)</p><p>+11 vs. AC; 1d6 + 4 damage, or 1d6 + 6 while bloodied; see also pack attack below</p><p>M Clawing Charge (standard, when this creature charges; at-will)</p><p>The gnoll claw fighter makes two claw attacks against a single target when it charges.</p><p>M Mobile Melee Attack (standard; at-will)</p><p>The gnoll claw fighter can move up to 4 squares and make one melee basic attack at any point during that movement. The gnoll doesn't provoke opportunity attacks when moving away from the target of its attack.</p><p></p><p></p><p>I think the example fight shows the "labels" actually mean something. Compare how your fight with a skirmisher went with how it would've gone with the same level/xp Gnoll Brute.</p><p></p><p>Gnoll Marauder Level 6 Brute</p><p>Medium natural humanoid XP 250</p><p>Initiative +5 Senses Perception +7, low light vision</p><p>HP 84; Bloodied 42</p><p>AC 18; Fortitude 18, Reflex 15, Will 15</p><p>Speed 7</p><p>m Spear (standard; at-will) * Weapon</p><p>+10 vs AC; 1d8+6 damage or 1d8+8 while bloodied; see also</p><p>quick bite and pack attack</p><p>M Quick Bite (free; at-will)</p><p>After the gnoll marauder makes a successful melee attack</p><p>against a bloodied enemy, it takes a bite attack against the same</p><p>target: +7 vs AC; 1d6+2 damage or 1d6+4 damage while bloodied.</p><p></p><p></p><p>Even when bloodied, the skirmisher at BEST can only do 12 pts of damage per attack, while the Brute at a minimum when it is bloodied does 12 damage.</p><p></p><p>In fact, the maximum the brute could do 26 pts of damage which is more than double what the skirmisher can do. Throw in the fact that it has an extra 14 HP and the Gnoll Brute is designed to stand and fight.</p><p></p><p>I imagine the same thing would've happened if you put a Brute up against the Ranger. The ranger will make the Brute work for it, while the skirmisher will simply stomp on the ranger thanks to its combination of high speed movement.</p><p></p><p>Similarly, sticking a monster that's ARTILLERY in melee with a fighter and even if a fighter is 5-6 levels lower, the artillery beastie is looking at a beatdown.</p><p></p><p>I imagine that the ONLY monster that can take on ANY type of PC (striker, controller, defender, leader) would be a Solo. Even an Elite is probably not a one-size fits all monster (I imagine an Elite Brute would have a large problem taking down a pair of rangers at range).</p><p></p><p>There's also the "save up and unleash" daily nova problem that I was slightly worried about. If a DM telegraphs his fights, the daily will be unleashed only at the BBEG battle (which I'm ambivalent about as whether or not it is a good thing)</p></blockquote><p></p>
[QUOTE="AllisterH, post: 4097071, member: 51325"] For reference: Gnoll Claw Fighter Level 6 Skirmisher * XP 250 Medium Natural Humanoid Initiative: +7 Senses: Perception +6; low-light vision HP 70; Bloodied 35 AC 20; Fortitude 18, Reflex 16, Will 15 Speed 8; see also mobile melee attack M Claw (standard; at-will) +11 vs. AC; 1d6 + 4 damage, or 1d6 + 6 while bloodied; see also pack attack below M Clawing Charge (standard, when this creature charges; at-will) The gnoll claw fighter makes two claw attacks against a single target when it charges. M Mobile Melee Attack (standard; at-will) The gnoll claw fighter can move up to 4 squares and make one melee basic attack at any point during that movement. The gnoll doesn't provoke opportunity attacks when moving away from the target of its attack. I think the example fight shows the "labels" actually mean something. Compare how your fight with a skirmisher went with how it would've gone with the same level/xp Gnoll Brute. Gnoll Marauder Level 6 Brute Medium natural humanoid XP 250 Initiative +5 Senses Perception +7, low light vision HP 84; Bloodied 42 AC 18; Fortitude 18, Reflex 15, Will 15 Speed 7 m Spear (standard; at-will) * Weapon +10 vs AC; 1d8+6 damage or 1d8+8 while bloodied; see also quick bite and pack attack M Quick Bite (free; at-will) After the gnoll marauder makes a successful melee attack against a bloodied enemy, it takes a bite attack against the same target: +7 vs AC; 1d6+2 damage or 1d6+4 damage while bloodied. Even when bloodied, the skirmisher at BEST can only do 12 pts of damage per attack, while the Brute at a minimum when it is bloodied does 12 damage. In fact, the maximum the brute could do 26 pts of damage which is more than double what the skirmisher can do. Throw in the fact that it has an extra 14 HP and the Gnoll Brute is designed to stand and fight. I imagine the same thing would've happened if you put a Brute up against the Ranger. The ranger will make the Brute work for it, while the skirmisher will simply stomp on the ranger thanks to its combination of high speed movement. Similarly, sticking a monster that's ARTILLERY in melee with a fighter and even if a fighter is 5-6 levels lower, the artillery beastie is looking at a beatdown. I imagine that the ONLY monster that can take on ANY type of PC (striker, controller, defender, leader) would be a Solo. Even an Elite is probably not a one-size fits all monster (I imagine an Elite Brute would have a large problem taking down a pair of rangers at range). There's also the "save up and unleash" daily nova problem that I was slightly worried about. If a DM telegraphs his fights, the daily will be unleashed only at the BBEG battle (which I'm ambivalent about as whether or not it is a good thing) [/QUOTE]
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