Monster Patterns and Roles: Difference between revisions

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The third way is to do both.  Boost the damage of each attack by fifty percent, and then roll a few extra attacks to represent their high speeds.  This is a very good approach, and if you add the extra damage as flat damage, doesn't slow down the pace of combat much if at all.  Even better, this feels very 'true to the rules' if that is important to you.  A great variation is to make some or all of a monster's attacks into close blasts, or small cones, or affects any three adjacent squares.  This is easily explained as the monster is sweeping its limbs in large arcs, and also spreads the damage out, so not only the tank is getting hit.
The third way is to do both.  Boost the damage of each attack by fifty percent, and then roll a few extra attacks to represent their high speeds.  This is a very good approach, and if you add the extra damage as flat damage, doesn't slow down the pace of combat much if at all.  Even better, this feels very 'true to the rules' if that is important to you.  A great variation is to make some or all of a monster's attacks into close blasts, or small cones, or affects any three adjacent squares.  This is easily explained as the monster is sweeping its limbs in large arcs, and also spreads the damage out, so not only the tank is getting hit.


The fourth way is to add a minor action ranged attack.  The monster throws a rock, spits of glob of ick, shoots rays from its eyes, flicks quills from its tail, animates the floor to bite at feet, pulls ropes to drop javelins from the ceiling, huffs poison from its nostrils, shoots tentacles from unmentionable places to zing the unwary, etc, etc, etc.  Making it a minor action keeps it fun and rewards the characters for status effects.  To make this more flexible, have this ranged attack hit two, three, or even more targets.  This lets you 'dilute' the impact of a strong melee front row, as you can hit that pesky fighter and still keep the back ranks on their toes.  If your party is laying lots of status effects, make the ranged attack a free action that happens at the start of the monster's turn on a trigger.
The fourth way is to add a Swift action ranged attack.  The monster throws a rock, spits of glob of ick, shoots rays from its eyes, flicks quills from its tail, animates the floor to bite at feet, pulls ropes to drop javelins from the ceiling, huffs poison from its nostrils, shoots tentacles from unmentionable places to zing the unwary, etc, etc, etc.  Making it a swift action keeps it fun and rewards the characters for status effects.  To make this more flexible, have this ranged attack hit two, three, or even more targets.  This lets you 'dilute' the impact of a strong melee front row, as you can hit that pesky fighter and still keep the back ranks on their toes.  If your party is laying lots of status effects, make the ranged attack a free action that happens at the start of the monster's turn on a trigger.


The fifth way is to add a damage aura.  This is very easy and effective, simply announce the aura and make the players keep track of it for you!  A nice variation of this is the damage aura that only turns on while the monster is under a status effect.  If you're really feeling nasty, have the aura do damage every time an effect is laid on the monster in addition to the normal trigger times.  This gives the players a mean choice: Lay the effect and take damage, or leave the monster unfazed.  
The fifth way is to add a damage aura.  This is very easy and effective, simply announce the aura and make the players keep track of it for you!  A nice variation of this is the damage aura that only turns on while the monster is under a status effect.  If you're really feeling nasty, have the aura do damage every time an effect is laid on the monster in addition to the normal trigger times.  This gives the players a mean choice: Lay the effect and take damage, or leave the monster unfazed.  

Revision as of 02:07, 27 March 2016