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Mike Mearls Games
Mike Mearls Games

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Monster Design Update

Hello everyone!

I've been regularly running three (or more!) games a week, testing out the new approach to monsters and some of the new subclasses. A few notes on things before we get back to our regular schedule of new monsters and other goodies:

Expanding on that final point, in play I'm finding a few things:

One final note on making bigger maps:

I'll have some more monster next week, including rules for encounter building and my system for Villainous Inspiration, the sinister counterpart to D&D 5.5's Heroic Inspiration.

Comments

I love that weapon mastery, to the point that I'm adjusting the hit points of mooks to let fighters drop weak foes even on a miss.

Mike Mearls

Speaking of automatic damage, the new Weapon Mastery system gives us an easy way to implement it with the Graze property. On a miss, deal damage equal to the relevant stat modifier. It’ll be interesting to see if Weapon Masteries get included in Monster stat blocks, but we can always lift them for boss encounters.

Eagle Henhawk

Great point! I think I'm going to mark auto damage as a must-have element for any boss.

Mike Mearls

Automatic damage can help lower a monster's damage variance a lot, making the outcome more consistent. Higher levels of variance can make easier encounters fun and unpredictable, but boss monsters need at least a certain level of consistency to feel narratively satisfying in most cases. This is why I'd recommend looking at the standard deviation of a boss monster's DPR relative to their average. I'm not sure what the magic ratio should be, but somewhere around 0.4 is probably a good place to start looking.

Thomas Dunn


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