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Tricky monster design - trimming the fat?
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<blockquote data-quote="Hawk Diesel" data-source="post: 8569438" data-attributes="member: 59848"><p>I have a couple of thoughts. Hopefully they are helpful, but we'll see:</p><p></p><p></p><p>Don't fiends typically have resistance to fire, cold, and lightning damage? Also they usually are resistant to non-magical weapon damage. You may want to consider that. Also, not sure if it is a devil or demon, or if the taxonomy is even something you use (I don't), but fiends can have devil's sight that allows them to see in darkness and magical darkness as if it's normally lit out to 120 feet.</p><p></p><p></p><p>I'd suggest allowing this just a flat 1/turn without limitation. Less book keeping as a DM that way. Alternatively, you could have a similar ability (maybe 2/day or recharge on a 6) that allows a flourish that turns a miss or normal hit into a critical hit.</p><p></p><p></p><p>It might be easier to just base this ability off of the Nondetection spell and say that he can't be targeted by divination spells of magical scrying.</p><p></p><p></p><p>Not sure about this one. I see what you're trying to do here, but it is a bit unwieldy. First, it's really unusual for an ability that is defended by a particular saving throw (wisdom in this case) to also reduce the effectiveness of that same saving throw. So personally for me, I would take out the disadvantage on Wisdom saves.</p><p></p><p>Also, the negation of Dexterity bonus to AC is a level of granularity not normally seen in 5e, plus it makes record keeping more complicated for you and your players. I might just have it where creatures attacking effected targets can do so with advantage. And its similar with initiative. Is the intent that an affected creature might get delayed in initiative if it gets lowered temporarily by this ability? I'd personally just take that part out.</p><p></p><p>But making it easier to hit an effected target AND increasing the damage they would take is a huge double whammy. Especially since the mountebank already has an ability to hit a creature harder if it's beguiled.</p><p></p><p>Personally, I might use Hypnotic Pattern as an inspiration for how to design this ability. Charms a target, they can't act while charmed, and ends if they take damage.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 8569438, member: 59848"] I have a couple of thoughts. Hopefully they are helpful, but we'll see: Don't fiends typically have resistance to fire, cold, and lightning damage? Also they usually are resistant to non-magical weapon damage. You may want to consider that. Also, not sure if it is a devil or demon, or if the taxonomy is even something you use (I don't), but fiends can have devil's sight that allows them to see in darkness and magical darkness as if it's normally lit out to 120 feet. I'd suggest allowing this just a flat 1/turn without limitation. Less book keeping as a DM that way. Alternatively, you could have a similar ability (maybe 2/day or recharge on a 6) that allows a flourish that turns a miss or normal hit into a critical hit. It might be easier to just base this ability off of the Nondetection spell and say that he can't be targeted by divination spells of magical scrying. Not sure about this one. I see what you're trying to do here, but it is a bit unwieldy. First, it's really unusual for an ability that is defended by a particular saving throw (wisdom in this case) to also reduce the effectiveness of that same saving throw. So personally for me, I would take out the disadvantage on Wisdom saves. Also, the negation of Dexterity bonus to AC is a level of granularity not normally seen in 5e, plus it makes record keeping more complicated for you and your players. I might just have it where creatures attacking effected targets can do so with advantage. And its similar with initiative. Is the intent that an affected creature might get delayed in initiative if it gets lowered temporarily by this ability? I'd personally just take that part out. But making it easier to hit an effected target AND increasing the damage they would take is a huge double whammy. Especially since the mountebank already has an ability to hit a creature harder if it's beguiled. Personally, I might use Hypnotic Pattern as an inspiration for how to design this ability. Charms a target, they can't act while charmed, and ends if they take damage. [/QUOTE]
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