D&D 5E Mike Mearls 5E 2014 Monster Mods?

One other note - I don't add monster mods to attacks or damage. It's irritating that 5e forces accuracy AND damage up. I like being able to vary it, so I used a 4e-style approach where stats don't have a direct, mechanical influence on attack and damage numbers. The influence is more thematic (the strong, clumsy ogre is inaccurate but punishing, the nimble goblin hits all the time for small amounts of damage).
 

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And speaking of 4e, this would be a minion.
It has low-nonscaling HP, but it doesn't have the one-hit death rule of a minion. A few scenarios where they diverge at level 1 come to mind:
  • Burning hands will fail to kill ~5% of the time on a failed save. On a successful one, it still kills around ~38% of the time.
  • A mod-less attack like a firebolt cantrip will only kill 50% of the time. Other cantrips like freezing ray, and sacred flame only kill ~38% of the time. Some cantrips like vicious mockery can't kill a minion at all, which is a stark contrast to 4e.
  • Even a normally-optimized martial character (+3 mod) using something like a longbow is going to fail to one-tap the Warriors 25% of the time.
  • The common build that will regularly take these out is a greatsword-wielding fighter with GWF FS, which only fails ~0.3% of the time.
The lack of a one-hit rule makes these generally more threatening than 4e minions, though the interaction with save effects definitely helps casters.

I personally like this. The failed save on burning hands is one of those scenarios that always irked me when fighting minions (relatedly, it's one of the reasons I enjoy the Flee, Mortals! minion rules).
 


I posted this query in a thread that is buried under hundreds of other posts. I'm creating this new thread in hopes of getting a response.

In several recent interviews, possibly more, Mr Mearls stated that he had a simple fix for monster stat blocks in 5e 2014 that makes combat more exciting; decrease their Hit Points but increase their Damage.

I was wondering if he had a formula for editing these stat blocks. E.g. halve their Hit Points and double their Damage. Is it posted in reddit or a blogpost somewhere? Perhaps a pdf?

I’m going to throw in an @mearls in the off chance that I can get him to respond.
Thanks!
You can get his monster guidelines from is patreon (even at the free tier). I downloaded them. He is basically adapting the 4e model (solos, elites, etc.) to 4e.
 

One other note - I don't add monster mods to attacks or damage. It's irritating that 5e forces accuracy AND damage up. I like being able to vary it, so I used a 4e-style approach where stats don't have a direct, mechanical influence on attack and damage numbers. The influence is more thematic (the strong, clumsy ogre is inaccurate but punishing, the nimble goblin hits all the time for small amounts of damage).
This is the way. Monsters should be about fun and variety and surprises. I've never understood this idea that monsters follow the same rules as PCs. I almost didn't post this out of fear of derailing the thread, but you went first....
 


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