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General Tabletop Discussion
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What 3.5 feats would you use to duplicate 4E's monster roles?
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<blockquote data-quote="Voadam" data-source="post: 5110191" data-attributes="member: 2209"><p>Lurkers do more damage and are more fragile and dependent upon surprise. They are big ambush hitters. Feats designed to enhance or boost stealth (skill focus) and sneak attack styles (Improved sneak attack from Traps and Treachery) would be appropriate.</p><p></p><p>Skirmishers are light infantry, they are mobile and do light hit and run attacks well but they stay in the fight more than lurkers. They are easier to squish than soldiers but can get around control issues much better than soldiers. Feats like the spring attack chain would be appropriate.</p><p></p><p>Brutes are tough but inaccurate and hit hard. Stuff like Toughness/improved toughness, Great Fortitude, and power attack are good choices.</p><p></p><p>Soldiers are tough and do decent but not spectacular damage. Focus on defensive feats.</p><p></p><p>Artillery are squishy ranged damage, so point blank shot chain or metamagic feats are appropriate.</p><p></p><p>Controllers are about imposing conditions so spell/ability focus and area metamagics are appropriate.</p><p></p><p>Leaders boost others in various ways, usually something like area metamagics will be appropriate.</p><p></p><p>Elites are tougher and stronger than normal monsters, so things like improved toughness, weapon focus, the +2 to a save feats, are all appropriate, and they should generally have more HD and more feats to go with them.</p><p></p><p>Solos take on everybody at once and are tough enough to do so. Quicken spell-like ability and area of effect metamagics are good one as are the elite feats. Solos need to take on multiple opponents at once so they need to be tough enough to handle multiple attacks on them and catch multiple opponents in a single round.</p></blockquote><p></p>
[QUOTE="Voadam, post: 5110191, member: 2209"] Lurkers do more damage and are more fragile and dependent upon surprise. They are big ambush hitters. Feats designed to enhance or boost stealth (skill focus) and sneak attack styles (Improved sneak attack from Traps and Treachery) would be appropriate. Skirmishers are light infantry, they are mobile and do light hit and run attacks well but they stay in the fight more than lurkers. They are easier to squish than soldiers but can get around control issues much better than soldiers. Feats like the spring attack chain would be appropriate. Brutes are tough but inaccurate and hit hard. Stuff like Toughness/improved toughness, Great Fortitude, and power attack are good choices. Soldiers are tough and do decent but not spectacular damage. Focus on defensive feats. Artillery are squishy ranged damage, so point blank shot chain or metamagic feats are appropriate. Controllers are about imposing conditions so spell/ability focus and area metamagics are appropriate. Leaders boost others in various ways, usually something like area metamagics will be appropriate. Elites are tougher and stronger than normal monsters, so things like improved toughness, weapon focus, the +2 to a save feats, are all appropriate, and they should generally have more HD and more feats to go with them. Solos take on everybody at once and are tough enough to do so. Quicken spell-like ability and area of effect metamagics are good one as are the elite feats. Solos need to take on multiple opponents at once so they need to be tough enough to handle multiple attacks on them and catch multiple opponents in a single round. [/QUOTE]
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What 3.5 feats would you use to duplicate 4E's monster roles?
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