|
2 years ago ::
Oct 18, 2011 - 7:30PM
#1
|
Date Joined:
Dec 10, 2008
|
According to the document I have (DMG July 2010 update), monster initiative bonuses should be as follows: Skirmisher +2 Brute -+2 (I guess they mean -2?) Soldier +4 Lurker +0 Controller +0 Artillery +0 However, in the MB if you create a new monster, Brutes default to +0, Soldiers default to +2 and Lurkers default to +4. Anyone else seeing this? Am I correct in what I think the default bonuses should be? (Then there's the default damage values which I discussed in this thread but that's another discussion.) Didn't see any problems in anything else I tested yet though!
OD&D, 1E and 2E challenged the player. 3E challenged the character, not the player. Now 4E takes it a step further by challenging a GROUP OF PLAYERS to work together as a TEAM. That's why I love 4E.
"Your ability to summon a horde of celestial superbeings at will is making my ... BMX skills look a bit redundant."
|
|
|
|
2 years ago ::
Oct 19, 2011 - 11:31AM
#2
|
Date Joined:
Mar 10, 2003
|
That document is out of date. You can grab the current version from the archive. The correct numbers are
- Artillery, Brute, Controller = +0
- Skirmisher, Soldier = +2
- Lurker = +4
Steve
If your only tool is a warhammer, every problem looks like a gnoll.
|
|
|
|
2 years ago ::
Oct 19, 2011 - 11:40AM
#3
|
Date Joined:
Dec 10, 2008
|
Excellent. Thank you, Steve! Got the new document printed for quick reference now.
OD&D, 1E and 2E challenged the player. 3E challenged the character, not the player. Now 4E takes it a step further by challenging a GROUP OF PLAYERS to work together as a TEAM. That's why I love 4E.
"Your ability to summon a horde of celestial superbeings at will is making my ... BMX skills look a bit redundant."
|
|
|