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General Tabletop Discussion
*Pathfinder & Starfinder
Your experiences: Are high level 'named' monsters too easy?
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<blockquote data-quote="KarinsDad" data-source="post: 5200254" data-attributes="member: 2011"><p>With the possible exception of Tiamat and a few of the latter named foes, here is my basic monster adjustment house rules:</p><p></p><p>1) All Paragon non-minion creatures do one extra die of damage (D20s changed to 2D10s for those few with them).</p><p></p><p>2) All Epic non-minion creatures do two extra dice of damage (D20s changed to 2D10s for those few with them).</p><p></p><p>3) All Paragon and Epic non-minions, non-named monsters, have 75% of their normal hit points.</p><p></p><p>4) All named monsters (i.e. gods/major demons, etc.) get two standard actions per round.</p><p></p><p>5) All named monsters (and most dragons) get an automatic class template. This template does not adjust hit points or defenses (for simplicity), but it does add class features, action points, and an At Will, Encounter, Daily, and Utility power.</p><p></p><p>6) All Elite and Solo monsters get an automatic immediate saving throw (10 or higher, no adjustments) against Stun, Sleep (unconscious), and Petrified effects that save ends (this does not apply to effects that end on a PCs next turn, only save ends effects, it's ok to lock down a major foe for a round, it's not ok to lock down a major foe for 4 rounds).</p><p></p><p></p><p>The purpose of these house rules are a) to speed up combat, b) to make paragon and epic monsters more threatening per attack, c) to add versatility/power via more powers and action points to certain special monsters and d) to minimize PC multi-round locks that just lock down a powerful foe in an encounter. It also encourages players to optimize their PCs for defenses/resists as much as offenses.</p><p></p><p>I would probably drop #4 and #5 for Tiamat.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5200254, member: 2011"] With the possible exception of Tiamat and a few of the latter named foes, here is my basic monster adjustment house rules: 1) All Paragon non-minion creatures do one extra die of damage (D20s changed to 2D10s for those few with them). 2) All Epic non-minion creatures do two extra dice of damage (D20s changed to 2D10s for those few with them). 3) All Paragon and Epic non-minions, non-named monsters, have 75% of their normal hit points. 4) All named monsters (i.e. gods/major demons, etc.) get two standard actions per round. 5) All named monsters (and most dragons) get an automatic class template. This template does not adjust hit points or defenses (for simplicity), but it does add class features, action points, and an At Will, Encounter, Daily, and Utility power. 6) All Elite and Solo monsters get an automatic immediate saving throw (10 or higher, no adjustments) against Stun, Sleep (unconscious), and Petrified effects that save ends (this does not apply to effects that end on a PCs next turn, only save ends effects, it's ok to lock down a major foe for a round, it's not ok to lock down a major foe for 4 rounds). The purpose of these house rules are a) to speed up combat, b) to make paragon and epic monsters more threatening per attack, c) to add versatility/power via more powers and action points to certain special monsters and d) to minimize PC multi-round locks that just lock down a powerful foe in an encounter. It also encourages players to optimize their PCs for defenses/resists as much as offenses. I would probably drop #4 and #5 for Tiamat. [/QUOTE]
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Your experiences: Are high level 'named' monsters too easy?
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