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*Dungeons & Dragons
What the Monster Manual is missing
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<blockquote data-quote="Mistwell" data-source="post: 6387464" data-attributes="member: 2525"><p>Yeah last night, spur of the moment I decided to throw a mummy at the party when they opened a crypt. It wasn't the original plan, in fact the crypt was just an accidental artifact of a random map I had pulled up. But they made a huge deal out of checking for traps and preparing positions and coming up with a plan for whatever certain evil lurked inside, and I didn't want to disappoint.</p><p></p><p>Except a Mummy is a CR 3, and my 6-person 5th level party would have crushed it before it even got out of the crypt in an anti-climatic way.</p><p></p><p>So I grabbed the nearest CR 7 creature (a Giant Ape I think), switched the Mummy's HP and AC and Attack Bonus and DC to match the CR 7 creature (actually I think it had no DC so I used a CR 6 creature for that), bumped the number of dice of damage it did with each hit up by one die each, and gave it a pseudo-legendary power of getting basically two turns per round (so I just had it go on two different initiative counts - which surprised my players in a good way).</p><p></p><p>That worked perfectly. Party still beat it, but at least it lasted several rounds and made them nervous with that gaze and those disease rolls, and the party took enough damage to feel like it was a real fight.</p><p></p><p>I am firmly of the opinion that DMing is more of an art than a science, and you just can't sweat the small stuff. Don't be a slave to the rules. It doesn't have to be perfect, you can vary from what the rules say, and your job is just to make stuff that is fun to play with, and not to be a computer program that must fit within the boxes.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6387464, member: 2525"] Yeah last night, spur of the moment I decided to throw a mummy at the party when they opened a crypt. It wasn't the original plan, in fact the crypt was just an accidental artifact of a random map I had pulled up. But they made a huge deal out of checking for traps and preparing positions and coming up with a plan for whatever certain evil lurked inside, and I didn't want to disappoint. Except a Mummy is a CR 3, and my 6-person 5th level party would have crushed it before it even got out of the crypt in an anti-climatic way. So I grabbed the nearest CR 7 creature (a Giant Ape I think), switched the Mummy's HP and AC and Attack Bonus and DC to match the CR 7 creature (actually I think it had no DC so I used a CR 6 creature for that), bumped the number of dice of damage it did with each hit up by one die each, and gave it a pseudo-legendary power of getting basically two turns per round (so I just had it go on two different initiative counts - which surprised my players in a good way). That worked perfectly. Party still beat it, but at least it lasted several rounds and made them nervous with that gaze and those disease rolls, and the party took enough damage to feel like it was a real fight. I am firmly of the opinion that DMing is more of an art than a science, and you just can't sweat the small stuff. Don't be a slave to the rules. It doesn't have to be perfect, you can vary from what the rules say, and your job is just to make stuff that is fun to play with, and not to be a computer program that must fit within the boxes. [/QUOTE]
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