| Post/Author/DateTime | Post |
|---|---|
| InsertNameHere03-14-06, 08:29 AM | I created a monster that (I hope) is practically undefeatable until PCs are about level 3, but then it becomes easy. It is usually found in a group of 4+ anyways, so I don't know what to cost its CR at. I'm thinking of CR 3 for a group of 4. |
| Morrowner03-14-06, 01:21 PM | If I could be so rude as to ask for monster stats, or at least a rundown of its attack, grapple, damage a hit, special abilities it would really help. Does it have a lot of "Save or Else" abilities that higher level people could shrug off? A potent ranged attack or breath weapon that scales poorly or doesn't scale so that a 3rd level character would fear it but a 5th or 6th level character would shrug it off? Obvious glaring weaknesses that should be exploited such as vulnerability to X or a weak AC? Whta type of characters do your players run? Take-no-prisoners min-maxed guys with high starting stats that could tear creatures a CR above them a new one, average, or all about fun, silly combos and roleplaying? Rules for setting a CR: Always assume 4 party, 1 legit caster, 25 point buy with standard starting wealth. This is the baseline. Then think if you give 32 points out or more money how much it helps the PCs. That could mean you should be running harder monsters. Look out for special abilities, sometimes they can be worth more than you think. Before bringing a new creature to a party playtest it against that party with you controlling the party out of game. Do this a few times during prep time, crunch some numbers(percentage of hit for monster and all characters VS. the monster, percentage of failed save against a special ability, average damage/rounds to death, the basics.) You might be off by a little. If it was particularily difficult give an extra XP award, usually about another CR point. Good luck! |
| InsertNameHere03-14-06, 06:17 PM | I guess I should just explain some of its abilities so you can tell me if it's right to cost the DR as a group. Low HP, high DR/melee, spell resistance, living creatures coming close must make a will save or be paralyzed, and an unusual attack requiring a Reflex save. The creature comes in many forms, all with these characteristics, but different CRs. My players have played against one form and found it slightly difficult. (They were level 2 with 32 points, the creatures were CR 3 for 4) |
| Morrowner03-14-06, 10:38 PM | Look out for those paralyzing attacks and that reflex save would be bad news for a Fighter or Barbarian. But if you have a balanced party(some magic, some healing, a meleer and a ranged attacker(another magic user could take this place) that could take care of the little version just use the scaling rules for CR per new special ability and racial HD and class levels added. |
| InsertNameHere03-14-06, 11:02 PM | Maybe I should clarify some more. This monster is a green fireball-like thingy, somewhat like a will-o'-the-wisp. They move slowly towards a party, hoping the party fails their saves, at which point they start using area attacks. |
| Echoes of Deception03-15-06, 05:24 AM | Do actually have stats for this thing? I can do far more with real, tangible ideas than I can with approximations. Please provide this, so I can help. Or don't, if you don't want my help. |
| InsertNameHere03-15-06, 04:13 PM | I don't have most of its stats exactly done yet, sorry. It's an idea that I've developed a bit, but not completed. |