Talk:Monster Patterns and Roles: Difference between revisions

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*possible keywords for monster CR adjustments
* least -2 CR
* basic -1 CR
* common -0 CR (assigned to all mobs in "Monster Maker" thingy
* advanced +1 CR (replaces Advanced pattern?)
* impressive +2 CR
* forceful +3 CR
* robust +4 CR
* Mighty +5 CR (replaces Mighty pattern?)
(might keep advanced and mighty as patterns, because they lend a different 'feel' to monsters, give another avenue to uniqueness in encounters. we should strive to make all monsters 'feel' different and interesting...unless they are very vanilla. vanilla is delicious, and serves an important purpose.)





Revision as of 03:53, 29 July 2019

  • possible keywords for monster CR adjustments
  • least -2 CR
  • basic -1 CR
  • common -0 CR (assigned to all mobs in "Monster Maker" thingy
  • advanced +1 CR (replaces Advanced pattern?)
  • impressive +2 CR
  • forceful +3 CR
  • robust +4 CR
  • Mighty +5 CR (replaces Mighty pattern?)
(might keep advanced and mighty as patterns, because they lend a different 'feel' to monsters, give another avenue to uniqueness in encounters. we should strive to make all monsters 'feel' different and interesting...unless they are very vanilla. vanilla is delicious, and serves an important purpose.)


  • add aquatic pattern
  • add aerial pattern?


  • tanks- get a taunt which pulls an enemy to them as a free/swift/move action. May also strip off a buff on the target.
  • legends- get a power which they declare at the top of the round, targeting an area on the map, and att the end of the round it goes off. This is in addition to their full normal turn on their initiative.