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Switch to Forum Live View Default Initiative for new monsters
2 years ago  ::  Oct 18, 2011 - 7:30PM #1
RedSiegfried
Date Joined: Dec 10, 2008
Posts: 1,907
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."
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2 years ago  ::  Oct 19, 2011 - 11:31AM #2
Huscarl
  • Obey My Dog!
Date Joined: Mar 10, 2003
Posts: 1,783
That document is out of date.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.
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2 years ago  ::  Oct 19, 2011 - 11:40AM #3
RedSiegfried
Date Joined: Dec 10, 2008
Posts: 1,907
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."
Quick Reply
Cancel
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