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General Tabletop Discussion
*Pathfinder & Starfinder
Were MM1 monsters truly underpowered?
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<blockquote data-quote="UngeheuerLich" data-source="post: 5539501" data-attributes="member: 59057"><p>The MM1 needed erratas from day one... actually before day one... I remember the preview video of chris perkins where he wanted to show a brute, opening the book at the hill giant entry and wondering how low the damage actually is and mumbling: 1d10+5 damage... yeah thats a lot...</p><p></p><p>MM2 in general worked usually as intended at that time. So for most monsters, the quick +1/2 damage per level fix could be used to get good challenging fights... some monsters may not even need that fix... Monsters that act twice or more a round should roll initiative normal and be given a second turn at +10 and their full alotment of actions each turn.</p><p>The bebilith acts on initiative 20 and 10 IIRC what is a joke at that level... the static modifier of all characters is higher than 10 by default...</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 5539501, member: 59057"] The MM1 needed erratas from day one... actually before day one... I remember the preview video of chris perkins where he wanted to show a brute, opening the book at the hill giant entry and wondering how low the damage actually is and mumbling: 1d10+5 damage... yeah thats a lot... MM2 in general worked usually as intended at that time. So for most monsters, the quick +1/2 damage per level fix could be used to get good challenging fights... some monsters may not even need that fix... Monsters that act twice or more a round should roll initiative normal and be given a second turn at +10 and their full alotment of actions each turn. The bebilith acts on initiative 20 and 10 IIRC what is a joke at that level... the static modifier of all characters is higher than 10 by default... [/QUOTE]
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Community
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Were MM1 monsters truly underpowered?
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