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General Tabletop Discussion
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+What Tricks and Shortcuts Do You Use To Make Monsters and other Hazards More Challenging?
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<blockquote data-quote="Voadam" data-source="post: 8640616" data-attributes="member: 2209"><p>I really like the 4e monster types of minions, standards, elites, and solos and have applied them to 3.5, Pathfinder 1e, and 5e monsters.</p><p></p><p>Minions are easy, take a normal monster and replace it with four duplicates of 1 hp each. Same power/threat for attacks, same toughness for hitting, but they go down after one hit, so they might get in more hits and damage up front but can be taken down quick particularly by multi attacks or area of effects.</p><p></p><p>Standards are normal.</p><p></p><p>Elites count as two monsters conceptually, double a normal monster's hp and double their attacks, preferentially so they can attack two foes at once if so there is an incentive to double team them to divide their attacks away from focused fire on a single PC. Good for a tough leader with his own flunkies.</p><p></p><p>Solos are designed to take on a party alone. Multiply hp by party number. Give area attacks (whirlwind attack melee attacking all around them, single target effects become area ones). Give them a reaction action to handle action economy. Give them some defense against being locked down by effects. 5e Legendary monsters usually try to cover this type of ground, but 4e conceptually does it a little better IMO.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8640616, member: 2209"] I really like the 4e monster types of minions, standards, elites, and solos and have applied them to 3.5, Pathfinder 1e, and 5e monsters. Minions are easy, take a normal monster and replace it with four duplicates of 1 hp each. Same power/threat for attacks, same toughness for hitting, but they go down after one hit, so they might get in more hits and damage up front but can be taken down quick particularly by multi attacks or area of effects. Standards are normal. Elites count as two monsters conceptually, double a normal monster's hp and double their attacks, preferentially so they can attack two foes at once if so there is an incentive to double team them to divide their attacks away from focused fire on a single PC. Good for a tough leader with his own flunkies. Solos are designed to take on a party alone. Multiply hp by party number. Give area attacks (whirlwind attack melee attacking all around them, single target effects become area ones). Give them a reaction action to handle action economy. Give them some defense against being locked down by effects. 5e Legendary monsters usually try to cover this type of ground, but 4e conceptually does it a little better IMO. [/QUOTE]
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