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The New Monster Math, Explained and Expanded
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5815641" data-attributes="member: 1165"><p>The rogues don't match skirmisher or lurker (which is generally what you'd expect from a rogue).</p><p></p><p>The dwarven scout does +2d6 damage with combat advantage. That's a lot for a 3rd-level creature; a lurker might do that much extra damage, but not a skirmisher.</p><p></p><p>It doesn't have any ability to gain combat advantage (something a lurker should have, if it has that trait) and no movement powers that would be handy when it comes to flanking, etc (indeed, it has speed 5).</p><p></p><p>In short, it doesn't seem to have a role, which makes deciding limited powers and special abilities rather difficult. Which role do you want it to have?</p><p></p><p>The Dwarven Endurance ability is flavorful, but grindy. They already have Cast Iron Stomach and Stand Your Ground; I would suggest replacing Dwarven Endurance with another power. However, it does to some degree push the dwarven scout toward the lurker role (they tend to have good defenses, it's just that these aren't linked to being "sneaky" or underhanded).</p><p></p><p>The Bravo Baron is a solo, and has all of his attacks combined. (I think this is an issue with the Marvelous Monsters PDF, actually; solos generally get three attacks of some kind. Not that having one triple-powered attack is always a bad thing, though, as there's many different ways to design a solo.) It can throw individual shuriken that dish out 2d10+13 damage, which doesn't match the flavor of a shuriken. To do that kind of damage, it should probably be a poisoned shuriken. (Low damage, high ongoing damage.) And maybe three weaker attacks, each of which could benefit from +2d6 combat advantage instead.</p><p></p><p>In addition, new solos generally have something to avoid being "locked down" by daze/stun/dominate powers. For instance, dragons have Action Recovery, most MM3 solos have Epic Resilience (not that helpful, because most of them <em>are</em> epic...).</p><p></p><p>EDIT: Or were these companions?</p><p></p><p>In which case the only thing the first one is missing is an encounter attack or utility power. I would suggest Tumble! If it's a companion though, it's damage is too high.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5815641, member: 1165"] The rogues don't match skirmisher or lurker (which is generally what you'd expect from a rogue). The dwarven scout does +2d6 damage with combat advantage. That's a lot for a 3rd-level creature; a lurker might do that much extra damage, but not a skirmisher. It doesn't have any ability to gain combat advantage (something a lurker should have, if it has that trait) and no movement powers that would be handy when it comes to flanking, etc (indeed, it has speed 5). In short, it doesn't seem to have a role, which makes deciding limited powers and special abilities rather difficult. Which role do you want it to have? The Dwarven Endurance ability is flavorful, but grindy. They already have Cast Iron Stomach and Stand Your Ground; I would suggest replacing Dwarven Endurance with another power. However, it does to some degree push the dwarven scout toward the lurker role (they tend to have good defenses, it's just that these aren't linked to being "sneaky" or underhanded). The Bravo Baron is a solo, and has all of his attacks combined. (I think this is an issue with the Marvelous Monsters PDF, actually; solos generally get three attacks of some kind. Not that having one triple-powered attack is always a bad thing, though, as there's many different ways to design a solo.) It can throw individual shuriken that dish out 2d10+13 damage, which doesn't match the flavor of a shuriken. To do that kind of damage, it should probably be a poisoned shuriken. (Low damage, high ongoing damage.) And maybe three weaker attacks, each of which could benefit from +2d6 combat advantage instead. In addition, new solos generally have something to avoid being "locked down" by daze/stun/dominate powers. For instance, dragons have Action Recovery, most MM3 solos have Epic Resilience (not that helpful, because most of them [i]are[/i] epic...). EDIT: Or were these companions? In which case the only thing the first one is missing is an encounter attack or utility power. I would suggest Tumble! If it's a companion though, it's damage is too high. [/QUOTE]
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