Talk:Monster Patterns and Roles

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Revision as of 13:28, 4 January 2020 by Tbolling (talk | contribs)
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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
  • able +1 CR (replaces Advanced pattern?)
  • impressive +2 CR
  • forceful +3 CR
  • robust +4 CR
  • scary +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.)
  • Monster name structure:
  • Base name= Existing monster names, checked to 'make sense' "Orc Raider" (CR3)
  • CR Name= Prefixed to Base name "Robust Orc Raider" (CR7)
  • Role Name= Appended to Full Name with Spacer "Robust Orc Raider -Heavy" (CR7 heavy mob)
  • Pattern Name= Suffixed to Base Name with leading Comma "Robust Orc Raider, Coursing -Shooter" (CR10 shooter mob)
  • Multipat Names= Multiple of Pattern Name "Robust Orc Raider, Coursing, Agile -Killer" (CR13 killer mob)
if at all possible "monster maker" thingy should be able to 'stack' two patterns, as multiplying content twice is MUCH more powerful


  • 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.