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War Trolls aren't Giants !?!?
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<blockquote data-quote="Azul" data-source="post: 2628832" data-attributes="member: 11779"><p>Agreed, but it's also a matter of getting creative with oddball class mixes. For example, that level of sorcerer could include knowing charm person (and thus having an unusual "friend" protecting him) or casting a few rays of enfeeblement on the party tanks (which will make the fight tougher) or casting reduce person on friendly goblins and skirmishing from crawlspace sized tunnels that even the party halfling finds rather tight.</p><p></p><p>When you add only a level or two of a spellcasting class to a monster, you really have to look for spells that can leverage the monster's abilities nicely or allow the monster to use some unexpected, unorthodox tactics. The usual favourite spells for the class (e.g. stuff like magic missile for sorcerers) are often poor choices.</p><p></p><p>I suppose the need to leverage any class levels holds true for any class. Things like front-loaded abilities, group buffs and powerful class abilities (e.g. rage, sneak attack) can add some nifty spice to a monster. Also, a monster with a level in a core class is normally assigned the "elite array", is it not? That would also enhance the critter.</p><p></p><p>Mixing in some oddballs keeps a party on their toes and helps reduce the "oh, it's just a goblin" mindset that can all-to-easily set in. Even at 9th level, my players have a healthy respect for any humanoid foes, especially if they show any signs of competence or unusual abilities.</p></blockquote><p></p>
[QUOTE="Azul, post: 2628832, member: 11779"] Agreed, but it's also a matter of getting creative with oddball class mixes. For example, that level of sorcerer could include knowing charm person (and thus having an unusual "friend" protecting him) or casting a few rays of enfeeblement on the party tanks (which will make the fight tougher) or casting reduce person on friendly goblins and skirmishing from crawlspace sized tunnels that even the party halfling finds rather tight. When you add only a level or two of a spellcasting class to a monster, you really have to look for spells that can leverage the monster's abilities nicely or allow the monster to use some unexpected, unorthodox tactics. The usual favourite spells for the class (e.g. stuff like magic missile for sorcerers) are often poor choices. I suppose the need to leverage any class levels holds true for any class. Things like front-loaded abilities, group buffs and powerful class abilities (e.g. rage, sneak attack) can add some nifty spice to a monster. Also, a monster with a level in a core class is normally assigned the "elite array", is it not? That would also enhance the critter. Mixing in some oddballs keeps a party on their toes and helps reduce the "oh, it's just a goblin" mindset that can all-to-easily set in. Even at 9th level, my players have a healthy respect for any humanoid foes, especially if they show any signs of competence or unusual abilities. [/QUOTE]
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