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by Mike on 7 June 2010
Back in mid-May I had the opportunity to ask Greg Bilsland some questions about the Monster Manual 3. You can find the full text of that interview over at my Critical hits article: Monster Manual 3 Interview with Greg Bilsland.
Today we're going to look at three things you can do to get yourself prepared for the coming of the Monster Manual 3 and use some of the techniques in the new book to modify the monsters of the older book.
Let's jump right in.
1. Add 30 to 40% more damage for certain creatures.
According to Greg, monsters in the Monster Manual 3 have significantly higher damage output than previous monsters, up to 30 to 40% more damage in some cases. As I've noted before, monster damage output at paragon and epic tiers often seems too low to really threaten a powerful player character.
With some quick math, we can increase the damage of older monsters at the paragon and epic tier. The easiest way to do this is to add 5 damage at paragon and 10 damage at the epic tier to the damage output of high-damage creatures. You'll have to decide which of the creatures in your game would do well with the higher damage output. Lurkers, skirmishers, and any elites or solos would be good choices.
When we have the MM3 in hand, we'll have a better idea how to scale damage for older monsters.
2. Prepare a Far Realm campaign.
Greg states that many of the monsters in the Monster Manual 3 have a connection to the Far Realm. One powerful creature, Allabar, Opener of the Way, can act as the final boss to a high-level Far Realm campaign. Begin planning now and you can add many of the Far Realm creatures from MM3 into your own game.
3. Get Used to the New Stat Block.
The new stat block has a much more logical format for running monsters at the table. Get used to the new format and begin using it for your own games. Here is an example of the new monster stat block formatted in HTML and CSS by Cynical Octopus at the Tarrasqueous blog.
Samson, Tiefling ForcemageLevel 13 Elite Controller
Medium natural humanoidXP 1,600
Initiative +9 Senses Perception +10 HP 256; Bloodied 128 AC 27; Fortitude 24; Reflex 26; Will 25 Saving Throws +2 Speed 6 Action Points 1Traits
Static Field Aura 2
Squares in the aura cost enemies one additional square of movement to enter.
Standard Actions
Quarterstaff At-Will
+18 vs AC; 1d10 + 6 damage.
Magic Missile Barrage (arcane, force) At-Will
+17 vs Reflex; 2d8 + 6 force damage and the target is pushed 1 square.
Entangling Force (arcane, force) Recharge 3 4 5 6
Area burst 1; +17 vs Reflex; 3d10 + 6 force damage, and the target is slowed and cannot shift or teleport until the end of Samsons next turn.
Minor Actions
Quickened Repelling Sphere (arcane, force) Recharge 5 6
Close burst 3; +17 vs Fortitude; 1d10 + 6 force damage, and the target is pushed to a space outside the burst.
Triggered Actions
Infernal Wrath (fire) Encounter
Trigger: Samson is hit by an enemy within 10 squares
Effect: The attacker takes 2d6 + 6 fire damage.
I'm very excited for the release of the Monster Manual 3. Hopefully these three tips can get you thinking in the right direction as we await its release. Soon after its release, expect a follow-up article with more tips for using the Monster Manual 3 at your table.
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