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Mike Mearls Games
Mike Mearls Games

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Monsters and Conditions

Intrepid reader Michael SIxel ran an encounter using the troll (thank you Michael!) and it was overwhelmed by a casting of Tasha's Hideous Laughter (sorry Michael!).

Conditions are an Achilles heel for any monster meant to take on more than one character. An overlord is meant to take on four characters, but it is possible for one spell or special effect to take it out. What can we do to avoid situations where a DM wants a fun fight, but the players options counter that?

From a design perspective, conditions undermine the hit point system. Hit points are essentially a timer. They allow a PC or creature to survive several rounds of combat, usually three. Conditions ignore hit points and instead take a monster out of a fight ahead of schedule.

Here's a brute force fix that I think might actually work if we apply it to champions and masterminds:

Indomitable: This creature succeeds all saving throws unless it is bloodied.

Bloodied is a 4e condition that applies when a creature is at half or fewer hit points, and thankfully it sounds like it is back with the 2024 update.

If the players know about this rule they can focus on raw damage for the first few rounds of a fight before turning to conditions to try to end things sooner. It makes martial characters better at handling single, tough foes while casters still excel at crowd control.

Even better, the 2024 update adds some nifty options for characters like the rogue to swap damage for conditions. A rogue can go all out on damage for their first action or two, then try to knock out the opponent.

This approach does mean that it is much tougher to shut down a champion or overlord in the first round of combat, but that is the entire point of this approach.

Conditions still remain valuable, especially against troopers and mooks, but against tougher creatures the players need to apply some teamwork and strategy to finish a fight early.

Comments

As my old group would bristle at this, I think another approach could be advantage on saves instead of a default success and then when bloodied disadvantage on saves.

Mark McDonald

I love Bloodied as a mechanic and hope the new content makes more use of it going forward. I’d probably prefer tying it into Advantage instead of an auto pass, or maybe scaling HP to your Save Bonus if you wanted to get really granular. One mechanic I really like in the newer God of War games is the stagger mechanic, filling up a bar to apply a finisher, with different enemies having different resistances. I’d love some kind of mechanic to capture that vibe more directly.

Eagle Henhawk


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