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When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?
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<blockquote data-quote="Celtavian" data-source="post: 7015158" data-attributes="member: 5834"><p>I've come to the conclusion that the designers have decided that there is no way to build monsters capable of challenging all parties. So they created a bunch of bare bones creatures with some starting ideas and made it very easy to modify nearly any creature to accomplish what you want it to accomplish. There's a lot of interesting design options in the <em>Monster Manual</em> with base creatures, legendary actions, and lair actions. It's up to an individual DM to build them to do what they want them to be able to do. You have a variety of options to accomplish this end. Someone like <em>Flamestrike</em> likes modifying the environment. Someone like myself likes modifying the base creature. Someone else may combine the two options or combine the creature with enough assistance to make up for its weaknesses or make the encounters non-combat with some other means of defeating the BBEG. You have to take these base creatures and all the ideas in the MM and DMG and build encounters that create the type of challenging experience you want. 5E has its weaknesses, but they have given us sufficient tools to create challenging encounters, even if it's not possible to do so with creatures as they are in a neutral environment. I'm starting to adjust to the new paradigm and let my creative juices flow when designing encounters. It's much easier to rebuild creatures than any edition of D&D I can recall. That is definitely a designer intended feature. And it works.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 7015158, member: 5834"] I've come to the conclusion that the designers have decided that there is no way to build monsters capable of challenging all parties. So they created a bunch of bare bones creatures with some starting ideas and made it very easy to modify nearly any creature to accomplish what you want it to accomplish. There's a lot of interesting design options in the [i]Monster Manual[/i] with base creatures, legendary actions, and lair actions. It's up to an individual DM to build them to do what they want them to be able to do. You have a variety of options to accomplish this end. Someone like [i]Flamestrike[/i] likes modifying the environment. Someone like myself likes modifying the base creature. Someone else may combine the two options or combine the creature with enough assistance to make up for its weaknesses or make the encounters non-combat with some other means of defeating the BBEG. You have to take these base creatures and all the ideas in the MM and DMG and build encounters that create the type of challenging experience you want. 5E has its weaknesses, but they have given us sufficient tools to create challenging encounters, even if it's not possible to do so with creatures as they are in a neutral environment. I'm starting to adjust to the new paradigm and let my creative juices flow when designing encounters. It's much easier to rebuild creatures than any edition of D&D I can recall. That is definitely a designer intended feature. And it works. [/QUOTE]
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When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?
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