I have been looking at 4e monster design lately for a couple reasons. First for the first time I am DMing a mid-level paragon campaign that we expect to take into epic tier and combats have been getting very long. This wasn’t that big an issue at lower levels but it is getting worse at the higher levels.
Second, I have always felt there was a gap between minion and standard monsters that needed to be filled (i.e. a monster class that can challenge the players more than minions but resolve in combat quicker than standards). I have tried a few things to fill this gap and have seen some posts over time that have attempted to fill this gap.
Here is my solution to (hopefully) help with both of these issues. The common monster I call a Trooper. Here are the details:
-They are worth 2 or 3 standard monsters (I need some testing to see what works).
-They have an HP threshold of 10 + level. Damage equal to or greater than the threshold kills them outright. Damage less than the threshold bloodies them. Any damage to a bloodied trooper kills it.
-They do level + 8 damage (the average for a standard) and add 50% of the damage on a crit (about what a standard would do on a crit).
Other than that they follow the same monster building rules as standard monsters (roles would be optional).
Groups of these monsters could be supplemented by leaders and champions that are standards or elites.
I also want to simplify the presentation of monster blocks when possible. Here is an example of a level 17 trooper stat block.
Quaggoth (HPT 27, AC31, F31, R29, W27, ATT +22, DAM 25 [37], SP 6).
Unless otherwise specified all attacks are against AC.
If something else is needed then it can be winged. Need a skill bonus? If trained 10+1/2 level, if not then 0 to 4 +1/2 level.
This trooper monster and simplified stat block should help me run old school adventures for 4e. For example, if running U2 (invading a lizardman lair) the typical lizardmen could be troopers, the officers could be standards, and the other leaders could be elites (and of course the dragon would be a solo).
Another idea I plan to implement immediately in my 4e games is just using average damage for monsters with a 50% bump for a crit.
I have also been looking at Frothsof’s blog (http://frothsof4e.blogspot.com/). He has some good ideas for speeding up combat and bringing in some old school flavor to 4e.
Second, I have always felt there was a gap between minion and standard monsters that needed to be filled (i.e. a monster class that can challenge the players more than minions but resolve in combat quicker than standards). I have tried a few things to fill this gap and have seen some posts over time that have attempted to fill this gap.
Here is my solution to (hopefully) help with both of these issues. The common monster I call a Trooper. Here are the details:
-They are worth 2 or 3 standard monsters (I need some testing to see what works).
-They have an HP threshold of 10 + level. Damage equal to or greater than the threshold kills them outright. Damage less than the threshold bloodies them. Any damage to a bloodied trooper kills it.
-They do level + 8 damage (the average for a standard) and add 50% of the damage on a crit (about what a standard would do on a crit).
Other than that they follow the same monster building rules as standard monsters (roles would be optional).
Groups of these monsters could be supplemented by leaders and champions that are standards or elites.
I also want to simplify the presentation of monster blocks when possible. Here is an example of a level 17 trooper stat block.
Quaggoth (HPT 27, AC31, F31, R29, W27, ATT +22, DAM 25 [37], SP 6).
Unless otherwise specified all attacks are against AC.
If something else is needed then it can be winged. Need a skill bonus? If trained 10+1/2 level, if not then 0 to 4 +1/2 level.
This trooper monster and simplified stat block should help me run old school adventures for 4e. For example, if running U2 (invading a lizardman lair) the typical lizardmen could be troopers, the officers could be standards, and the other leaders could be elites (and of course the dragon would be a solo).
Another idea I plan to implement immediately in my 4e games is just using average damage for monsters with a 50% bump for a crit.
I have also been looking at Frothsof’s blog (http://frothsof4e.blogspot.com/). He has some good ideas for speeding up combat and bringing in some old school flavor to 4e.