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Troubleshoot my monsters
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<blockquote data-quote="Mesh Hong" data-source="post: 4992055" data-attributes="member: 73463"><p>Thats fairly important information right there! This changes things quite a lot because, as you say, the PCs are going to be able to hit pretty consistantly and with six of them they can drop creatures very quickly with focused fire. (My own campaign has 6 PCs and they can be horrifically efficient at times, which is why I started designing my own creatures in the first place).</p><p> </p><p>With this new information I am reasonably tempted to say that the creatures look OK as originally designed. If any PC is reduced to 0 HPs then the others <strong>do</strong> have a good chance of making heal checks to stabalise them before death.</p><p> </p><p>Also as you say, if the PCs have been boosted, it is only fair to have the creatures weighted towards the top end of legal damage, and to be honest even if I think some of the damages are too high for a standard group they are still inside what I consider legal by the monster creation rules and other creatures of the same general level.</p><p> </p><p>General points:</p><p> </p><p>1: Some of the powers are not written clearly enough for anyone other than yourself to properly understand. If a power is 1 target within burst 10 then that is what the power should state. Sometimes I just add "this power does not provoke opportunity attacks" to the description to keep things simple.</p><p> </p><p>2: Personally I am very careful about ongoing damage from low level creatures. Maybe I am a bit soft but it is not until a creature is level 5 until I feel 100% confident about giving it a power with ongoing 5 damage. Of course in you own game, with your own rules a little ongoing 5 damage might be perfectly reasonable, thats a call that only you can make though really.</p><p> </p><p>Specific points:</p><p> </p><p>1: I would increase the HPs of the Herald of Winter from 100 to 124 (about 80% of expected), I don't think you will have any grind issues with all your PCs having maximum attack bonus.</p><p> </p><p>2: <strong>Freeze Breath</strong> - needs to be clearer</p><p> </p><p></p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><strong> Freeze Breath</strong> (immediate reaction, recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /><img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />) <strong>- cold, when </strong></p><p><strong>damaged </strong><strong>by a ranged attack</strong></p><p>When damaged by a ranged attack Herald may make the following attack </p><p>against its aggressor; range 5; does not provoke opportunity attacks; </p><p>attack + 6 vs. Fortitude; 1d6+3 cold damage; on hit target takes 5 </p><p>ongoing cold damage (save ends)</p><p> </p><p>3: <strong>Crimson Caltrops</strong> - I still feel that 2 damage is fairer than 5 because it is each square that they move into <strong>and</strong> the area is difficult terrain. So melee characters are paying a 2 HP tax every round to attack the creature, (assuming the creature keeps shifting one square back).</p><p> </p><p>4: <strong>Rod of Furious Ice</strong> - <em>see general note 2</em>. I think you might be able to get away with 5 ongoing damage.</p><p> </p><p>5: <strong>Evil Eye</strong> - needs to be clearer.</p><p> </p><p></p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /><strong>Evil Eye</strong> (minor, at will) - <strong>necrotic</strong></p><p>Burst 10; 1 creature inside burst; attack +6 vs. Will; 1d6+3 necrotic </p><p>damage; on hit target takes a -2 penalty to all defences until the end of </p><p>Gaze's next turn</p><p> </p><p>6: <strong>Frigid Grasp</strong> - needs to be clearer.</p><p> </p><p></p><p> </p><p><strong><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" />Frigid Grasp</strong> (standard, encounter) - <strong>cold</strong></p><p>Range 10; attack +6 vs. Will; 1d10+3 cold damage; on hit slide target up to 5 squares, if the target ends this slide adjacent to at least one ally then one of its allies makes a basic attack against the target (Gaze's choice).</p><p> </p><p>7: <strong>Chilling Aura</strong> - I would stick with 3 damage and drop the aura to 1 square. Or because you are not using a lot of them keep the Aura 2 and drop the damage to 2.</p><p> </p><p>8: <strong>Ice Reaper</strong> - Yeah, I wasn't thinking enough, it shouldn't apply to aura damage. But there is just enough ambiguity that someone <em>could</em> make that mistake. As this is for use against level 1 PCs I would specify that the bonus damage is only with its <strong>Frozen Flail</strong> attack. </p><p> </p><p>As an aside: against level 7 PCs I used some level 5 minions once that exploded on death for burst 1 1d6+4 damage (+daze) and level 5 skirmishers burst 2 1d6+4 damage (+daze) - these are still talked about by group now at level 20 as being horribly overpowered!</p><p> </p><p>Anyway I think this will give you an idea of where I rate the balance of these creatures for your specific use. i.e. Fine - go get'em.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4992055, member: 73463"] Thats fairly important information right there! This changes things quite a lot because, as you say, the PCs are going to be able to hit pretty consistantly and with six of them they can drop creatures very quickly with focused fire. (My own campaign has 6 PCs and they can be horrifically efficient at times, which is why I started designing my own creatures in the first place). With this new information I am reasonably tempted to say that the creatures look OK as originally designed. If any PC is reduced to 0 HPs then the others [B]do[/B] have a good chance of making heal checks to stabalise them before death. Also as you say, if the PCs have been boosted, it is only fair to have the creatures weighted towards the top end of legal damage, and to be honest even if I think some of the damages are too high for a standard group they are still inside what I consider legal by the monster creation rules and other creatures of the same general level. General points: 1: Some of the powers are not written clearly enough for anyone other than yourself to properly understand. If a power is 1 target within burst 10 then that is what the power should state. Sometimes I just add "this power does not provoke opportunity attacks" to the description to keep things simple. 2: Personally I am very careful about ongoing damage from low level creatures. Maybe I am a bit soft but it is not until a creature is level 5 until I feel 100% confident about giving it a power with ongoing 5 damage. Of course in you own game, with your own rules a little ongoing 5 damage might be perfectly reasonable, thats a call that only you can make though really. Specific points: 1: I would increase the HPs of the Herald of Winter from 100 to 124 (about 80% of expected), I don't think you will have any grind issues with all your PCs having maximum attack bonus. 2: [B]Freeze Breath[/B] - needs to be clearer :ranged:[B] Freeze Breath[/B] (immediate reaction, recharge :5::6:) [B]- cold, when [/B] [B]damaged [/B][B]by a ranged attack[/B] When damaged by a ranged attack Herald may make the following attack against its aggressor; range 5; does not provoke opportunity attacks; attack + 6 vs. Fortitude; 1d6+3 cold damage; on hit target takes 5 ongoing cold damage (save ends) 3: [B]Crimson Caltrops[/B] - I still feel that 2 damage is fairer than 5 because it is each square that they move into [B]and[/B] the area is difficult terrain. So melee characters are paying a 2 HP tax every round to attack the creature, (assuming the creature keeps shifting one square back). 4: [B]Rod of Furious Ice[/B] - [I]see general note 2[/I]. I think you might be able to get away with 5 ongoing damage. 5: [B]Evil Eye[/B] - needs to be clearer. :close:[B]Evil Eye[/B] (minor, at will) - [B]necrotic[/B] Burst 10; 1 creature inside burst; attack +6 vs. Will; 1d6+3 necrotic damage; on hit target takes a -2 penalty to all defences until the end of Gaze's next turn 6: [B]Frigid Grasp[/B] - needs to be clearer. [B]:ranged:Frigid Grasp[/B] (standard, encounter) - [B]cold[/B] Range 10; attack +6 vs. Will; 1d10+3 cold damage; on hit slide target up to 5 squares, if the target ends this slide adjacent to at least one ally then one of its allies makes a basic attack against the target (Gaze's choice). 7: [B]Chilling Aura[/B] - I would stick with 3 damage and drop the aura to 1 square. Or because you are not using a lot of them keep the Aura 2 and drop the damage to 2. 8: [B]Ice Reaper[/B] - Yeah, I wasn't thinking enough, it shouldn't apply to aura damage. But there is just enough ambiguity that someone [I]could[/I] make that mistake. As this is for use against level 1 PCs I would specify that the bonus damage is only with its [B]Frozen Flail[/B] attack. As an aside: against level 7 PCs I used some level 5 minions once that exploded on death for burst 1 1d6+4 damage (+daze) and level 5 skirmishers burst 2 1d6+4 damage (+daze) - these are still talked about by group now at level 20 as being horribly overpowered! Anyway I think this will give you an idea of where I rate the balance of these creatures for your specific use. i.e. Fine - go get'em. [/QUOTE]
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