Talk:Monster Patterns and Roles
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Note: Damage model
- Added melee/ranged attacks do 1d6 damage plus 2 per base CR up to CR20, plus 3 per base CR 21+
- Added swift action powers do 1d4 per base CR
- Added Standard action powers do 1d6 per base CR
- Added Alpha powers do 1d6+1 per base CR to CR25, 1d6+2 per base CR 26+
Just remember that player vs. monster damage is MUCH bigger than monster vs. player damage. I have concerns...
These numbers are built off the monster damage numbers, so they should match pretty closely. Now, that's assuming I have the right monster damage numbers, of course. :) I need to tinker a couple of powers in Great Creature and tidy up some stuff. For example, there's a 'reflect back' power that needs fixed. That one is DEFINATELY broke.
Current alpha damage in monster template for a CR 35 mob is (averaged) 156, represented as 6d10+123... Your CR 35 alpha damage is (averaged) 197.5, represented as 35d6+70. It's too much. Our preliminary hit point estimates (admittedly very old now) show that this would just evaporate an alchemist or bard, and a slightly lucky roll would also kill a rogue or ranger just outright, unless any of these people put some feats into extra hit points (unlikely, IMO). A very lucky roll will also kill any clerics, prowlers and warlords. And if all the healers die, there's no way the party can recover from this fight, even if they win, without a trip back to town. Not saying that should never happen, but I am saying it shouldn't be possible with what is likely the very first attack a monster will use in a fight. Even worse, when there are 8 of these bad guys on the field all doing it, you'll wipe everyone.
New Patterns: