I'm A Banana
Potassium-Rich
So, a big question in adventure-based design.
Lets say you have a lair of goblins. Lets say you want to fill it with goblins for to beat up. Lets say you have a goblin stat block.
HOWEVER, there's a problem. If you have that goblin attack by itself, it's not as big of a threat as if it gets together with two of its identical siblings and they all attack your party at once.
Given that they're the same XP, the same stats, the same supposed challenge, this may be an issue.
So over in my e-log, I was pondering easy fixes for the issue, and this is what I stumbled on:
In 4e, you have minions, standards, elites, and solos. These "group categories" not only determine a monster's stats, they also determine how many show up in an encounter -- minions appear four at a time, elites take the place of two other monsters, etc.
Well, monster is to encounter as encoutner is to adventure. So what we need is simply a recognition of these categories. Just as minions are meant to be encountered in a larger quantity.
So, some mosnters would be "group" monsters. They work as a group. They try to get together with other monsters and form a group. As a group, they work as an encounter. If encountered outside of a group, they will be weak and sad and likely killed pretty quick. We can probably put goblins (and kobolds, and possibly most humanoids, and probably trained animals, etc.) in this bag. As such, they aren't worth that much of the XP budget, their rules aren't that complex, and they might even have designed-to-work-together abilities (like support powers). They work as a team.
Other mosnters might be "loner" monsters. They work alone. They don't need a support network to form a challenging encounter. If encountered with a group, they might be EXTRA dangerous, but they can handle themselves against a party without much of a problem -- they have multiple attacks, for instance. An iconic solo might be a beholder: it doesn't need a support network, it can take out a party all by itself. As such, it might be fairly complex, and might even have designed-to-be-indepdendent abilities (like multiple actions or auras -- in the Beholder's case, eyebeams). They work alone.
Do you think this might help undo the problem of three goblins at once being a much different challenge than one goblin at a time? By saying, in the rules, that goblins are essentialy intended to be encountered as a group (but Beholders, for instance, are not), does that make it more managable?
Lets say you have a lair of goblins. Lets say you want to fill it with goblins for to beat up. Lets say you have a goblin stat block.
HOWEVER, there's a problem. If you have that goblin attack by itself, it's not as big of a threat as if it gets together with two of its identical siblings and they all attack your party at once.
Given that they're the same XP, the same stats, the same supposed challenge, this may be an issue.
So over in my e-log, I was pondering easy fixes for the issue, and this is what I stumbled on:
In 4e, you have minions, standards, elites, and solos. These "group categories" not only determine a monster's stats, they also determine how many show up in an encounter -- minions appear four at a time, elites take the place of two other monsters, etc.
Well, monster is to encounter as encoutner is to adventure. So what we need is simply a recognition of these categories. Just as minions are meant to be encountered in a larger quantity.
So, some mosnters would be "group" monsters. They work as a group. They try to get together with other monsters and form a group. As a group, they work as an encounter. If encountered outside of a group, they will be weak and sad and likely killed pretty quick. We can probably put goblins (and kobolds, and possibly most humanoids, and probably trained animals, etc.) in this bag. As such, they aren't worth that much of the XP budget, their rules aren't that complex, and they might even have designed-to-work-together abilities (like support powers). They work as a team.
Other mosnters might be "loner" monsters. They work alone. They don't need a support network to form a challenging encounter. If encountered with a group, they might be EXTRA dangerous, but they can handle themselves against a party without much of a problem -- they have multiple attacks, for instance. An iconic solo might be a beholder: it doesn't need a support network, it can take out a party all by itself. As such, it might be fairly complex, and might even have designed-to-be-indepdendent abilities (like multiple actions or auras -- in the Beholder's case, eyebeams). They work alone.
Do you think this might help undo the problem of three goblins at once being a much different challenge than one goblin at a time? By saying, in the rules, that goblins are essentialy intended to be encountered as a group (but Beholders, for instance, are not), does that make it more managable?