Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Stalker0's Guide to Anti-Grind
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kinneus" data-source="post: 4761802" data-attributes="member: 48215"><p>Great guide, as others have said. I love the monster roles; at first I thought they were superfluous fluff, but after I staged a fight comprised solely of soldiers, I realized role matters. Role matters a lot.</p><p> </p><p>My favorite roles:</p><p>1. Brute. Before I select a soldier, I'll always look for a brute of the same level, and use that instead. My group is four players with two of them playing strikers, so the bloated HP doesn't contribute to grind as much. Good use of brutes can make combat exciting, in a very 4e kind of way. Players will be thrilled that all their cool powers are hitting the brute's crappy defenses, but they'll still be threatened by their high damage and staying power. I do wish their damage was a bit higher though.</p><p> </p><p>2. Artillery, for basically the reasons Stalker0 has already laid out. My only complaint; I wish there were more archery-types, and less magic-types. It's hard to justify using a Kobold Wyrmpriest in every fight... after the party kills the ninth or tenth necromancer in the temple, necromancy suddenly doesn't feel all that scary. That's clearly a pet peeve, though. Artillery are clealy very well-designed.</p><p> </p><p>3. Skirmishers. These guys just mix well with everything. Sometimes they feel a little fiddly with all their shifting and immediate reactions and such, but for the most part, any encounter can be improved with a clever skirmisher or two in there to shake things up. Due to their mobility, skirmishers are especially nice because they can do stuff other than whack the PCs yet again. They can provide flanking for the brutes, dash off to activate the trap, run away to warn the leader. They're plot-tastic.</p><p> </p><p>Minions I'm fond of, but don't use much, as my group lacks a controller (although maybe this a good reason to use them more... they might actually seem threatening!). If you need help on making minions actually scary, I find giving them a decent ranged attack can make them frightening well into high heroic tier. Your defender has to decide: can I really take seven crossbow bolts to the chest in order to charge them?Soldiers I avoid like the plague. Lurkers are hit-and-miss; they generally do terrifying amounts of damage in all-too-specific circumstances, so I feel like you really have to design the whole encounter around them if you want to use them.</p></blockquote><p></p>
[QUOTE="Kinneus, post: 4761802, member: 48215"] Great guide, as others have said. I love the monster roles; at first I thought they were superfluous fluff, but after I staged a fight comprised solely of soldiers, I realized role matters. Role matters a lot. My favorite roles: 1. Brute. Before I select a soldier, I'll always look for a brute of the same level, and use that instead. My group is four players with two of them playing strikers, so the bloated HP doesn't contribute to grind as much. Good use of brutes can make combat exciting, in a very 4e kind of way. Players will be thrilled that all their cool powers are hitting the brute's crappy defenses, but they'll still be threatened by their high damage and staying power. I do wish their damage was a bit higher though. 2. Artillery, for basically the reasons Stalker0 has already laid out. My only complaint; I wish there were more archery-types, and less magic-types. It's hard to justify using a Kobold Wyrmpriest in every fight... after the party kills the ninth or tenth necromancer in the temple, necromancy suddenly doesn't feel all that scary. That's clearly a pet peeve, though. Artillery are clealy very well-designed. 3. Skirmishers. These guys just mix well with everything. Sometimes they feel a little fiddly with all their shifting and immediate reactions and such, but for the most part, any encounter can be improved with a clever skirmisher or two in there to shake things up. Due to their mobility, skirmishers are especially nice because they can do stuff other than whack the PCs yet again. They can provide flanking for the brutes, dash off to activate the trap, run away to warn the leader. They're plot-tastic. Minions I'm fond of, but don't use much, as my group lacks a controller (although maybe this a good reason to use them more... they might actually seem threatening!). If you need help on making minions actually scary, I find giving them a decent ranged attack can make them frightening well into high heroic tier. Your defender has to decide: can I really take seven crossbow bolts to the chest in order to charge them?Soldiers I avoid like the plague. Lurkers are hit-and-miss; they generally do terrifying amounts of damage in all-too-specific circumstances, so I feel like you really have to design the whole encounter around them if you want to use them. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Stalker0's Guide to Anti-Grind
Top