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6 months ago ::
Nov 21, 2012 - 12:37AM
#41
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Date Joined:
Mar 12, 2011
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i feel like we often ignore missing here on charOp. in a party of 5 medOp, at least one of them is going to miss every round on average. So yeah, i think killing 3 in the first round is hugely unrealistic unless everyone hits and most use action points.
one of the most common (but dumbest) dm tricks to "challenge" players is to boost monster defenses. my rl dm gives minions +3. i have tried many, many times to explain why thats irritating rather than challenging, to no avail.
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6 months ago ::
Nov 21, 2012 - 12:55AM
#42
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6 PC's was previously defined and most (4/6) of the party APing every encounter is basically a given in Epic with moderate Op, so yeah, having 3-4 .5 KPR Strikers/Leaders and 2-3 .25 Controllers/Defenders will reliably drop 3 Standards in the first round.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection. My Guides
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6 months ago ::
Nov 21, 2012 - 6:24AM
#43
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Date Joined:
Apr 25, 2002
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one of the most common (but dumbest) dm tricks to "challenge" players is to boost monster defenses. my rl dm gives minions +3. i have tried many, many times to explain why thats irritating rather than challenging, to no avail.
An easier way for minions is to give them level+5 hit points instead of only damaged on a hit and then dead - most of the time, they're instant killed on a hit.
But it is hard to auto-kill them by doing a hp or 3 of damage.
NETH4-1 Containing Shadow (co-author) Handbooks
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6 months ago ::
Nov 21, 2012 - 7:32AM
#44
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Date Joined:
Oct 28, 2010
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The really interesting way to make minions a whole lot scarier is to a: give them miss damage and b: have a way of reliably giving them temps. Minions with temps are just mean, in a good way.
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6 months ago ::
Nov 21, 2012 - 7:33AM
#45
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Date Joined:
Jun 19, 2004
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i feel like we often ignore missing here on charOp. in a party of 5 medOp, at least one of them is going to miss every round on average. So yeah, i think killing 3 in the first round is hugely unrealistic unless everyone hits and most use action points.
one of the most common (but dumbest) dm tricks to "challenge" players is to boost monster defenses. my rl dm gives minions +3. i have tried many, many times to explain why thats irritating rather than challenging, to no avail.
1: Yes it was mentioned there are 6 players not 5.
2: I often do 2shot minions witha threshold. Like the minion can either take 2 hits, or 1 hit greater than X value (2 hits or 20hp in low heroic, 30hp in high heroic, 40 hp in low paragon etc.) Keep minion popping a thing, while also giving the party something new. I don't use these minions every time, but I do sprinkle them in every now and again.
3: Where did the OP go?
Currently working on making a Dex based defender. Check it out hereSpoiler:
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