Haffrung Helleyes
First Post
I think I like the ogre mage redesign overall, but I do think that the game should have some monsters with a glass jaw, for dungeon design reasons.
Sometimes, it's good to have a known bad guy that the PCs have a strong reason to sneak up on, rather than confronting openly. Giving that creature a strong offensive power, but weak defense, is a good way of accomplishing that.
In the very first 3E game I ever played in, we were fighting a village of goblinoids ruled by a trio of ogre mages (this fact was well known to our characters). We knew that we had to avoid the ogre mages until we were confident that we could get the drop on them, because there was no way we were going to survive 30d6 of cone of cold at mid levels. So we were forced to be subtle in our goals, and use stealth.
Ken
Sometimes, it's good to have a known bad guy that the PCs have a strong reason to sneak up on, rather than confronting openly. Giving that creature a strong offensive power, but weak defense, is a good way of accomplishing that.
In the very first 3E game I ever played in, we were fighting a village of goblinoids ruled by a trio of ogre mages (this fact was well known to our characters). We knew that we had to avoid the ogre mages until we were confident that we could get the drop on them, because there was no way we were going to survive 30d6 of cone of cold at mid levels. So we were forced to be subtle in our goals, and use stealth.
Ken
MerricB said:What's interesting is that the monsters are being designed with the goal of greater simplicity to run in combat - something directly counter to Kormydigar's point.
I think this is an admirable goal. (Try running 4 Vrocks in an encounter one day, and you'll see what an overcomplex creature is.) What is important is that the monsters do not lose the hooks that can give them roles in an adventure. As is pointed out in the Ogre Magi thread, the addition back of a domination/charm ability restores the "boss" ability of the OM for purposes of story construction, while not impacting on the difficulty of running the monster in combat.
The primary use of a monster in D&D is in combat. Monsters should be designed so that they're effective in combat (per the level for which their intended). They should also be desinged so they don't suffer from coin-flip and glass jaw syndrome.
Consider a 1 HD monster with a death attack. If you look at it, you must make a Fortitude save or die. The problem with this monster is that it has a glass jaw. There's no interest in the actual combat - it's just a coin-flip. Heads, you win. Tails, you die. That's bad design.
The Ogre Mage in 3e/3.5e suffers from that syndrome. The combat is over in one or two rounds. It's a forgettable creature. If you send it against a party to which its AC and HP are comparable, the cone of cold causes instant death for at least one party member (probably the wizard).
(Ogre Mage: AC 18, HP 37 vs. Ogre: AC 16, HP 29. Not much of a difference. CR difference, 8. Oh dear).
Is the CR system flawed? Well, yes. However, in the Ogre Mage's case, it's not the CR system that creates the flaw, it's the design of the monster itself. Glass Jaw and Coin Flip syndrome. (The OM has a CR that allows the party to survive it, but not for it to put up a fight against the party!)
There needs to be a balance between the CR and the effectiveness of the monster: it is able to participate in combat for a few rounds, and it needs to give the players something they have to work to defeat. One or two signature abilities that distinguish it from other monsters are also essential.
The other aspect of monster design to consider is this: does the monster appear alone or with other monsters. Most interesting fights require more than one opponent, but in such cases, the monsters must be simple enough so that the DM can handle each of them.
Cheers!