HornyCreator
Mike Mearls Games from patreon
Mike Mearls Games

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Monster Design Update

Hello everyone!

I've been regularly running three (or more!) games a week, testing out the new approach to monsters and some of the new subclasses. A few notes on things before we get back to our regular schedule of new monsters and other goodies:

Expanding on that final point, in play I'm finding a few things:

One final note on making bigger maps:

I'll have some more monster next week, including rules for encounter building and my system for Villainous Inspiration, the sinister counterpart to D&D 5.5's Heroic Inspiration.

Comments

I love that weapon mastery, to the point that I'm adjusting the hit points of mooks to let fighters drop weak foes even on a miss.

Mike Mearls

Speaking of automatic damage, the new Weapon Mastery system gives us an easy way to implement it with the Graze property. On a miss, deal damage equal to the relevant stat modifier. Itโ€™ll be interesting to see if Weapon Masteries get included in Monster stat blocks, but we can always lift them for boss encounters.

Eagle Henhawk

Great point! I think I'm going to mark auto damage as a must-have element for any boss.

Mike Mearls

Automatic damage can help lower a monster's damage variance a lot, making the outcome more consistent. Higher levels of variance can make easier encounters fun and unpredictable, but boss monsters need at least a certain level of consistency to feel narratively satisfying in most cases. This is why I'd recommend looking at the standard deviation of a boss monster's DPR relative to their average. I'm not sure what the magic ratio should be, but somewhere around 0.4 is probably a good place to start looking.

Thomas Dunn


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