PhoenixPhyre
2018-01-22, 08:41 PM
One of my weaknesses as a DM is coming up with good tactics for monsters, especially on the fly. This extends to finding combinations that synergize well.
Now that I have compiled statistics (https://1drv.ms/x/s!AjKe-YTGxfZWtXdXEPdNGlYEmWlc) on all 552 monsters from the MM and Volos, I'm going through and trying to give each one tags (inspired by 4e's monster categories) that describe a decent default set of tactics. I need help coming up with the categories and their default tactics.
Here's my thoughts so far:
Brute: Big heavy melee. Usually not very smart, these charge in and focus on smacking the nearest enemies. Usually melee heavy with lower AC and high damage (relative to their CR).
Controller: Usually stands off and imposes conditions or difficult terrain, etc. on enemies. Usually pretty squishy and lower than average direct damage.
Skirmisher: Hit and run like light infantry. Tries to get behind the front line to hit squishies. Melee, high damage/low health but often some kind of other defense.
Mob: Really only dangerous in large groups. Surround and beat enemies to death. Quantity over quality.
Defender: High health/AC, these try to prevent enemies from attacking their squishies. Often lower damage.
Blaster: Ranged non-physical damage. Often AoE capable or spell-casters. Usually squishy.
Sniper: Ranged physical damage. Usually mobile and with weak melee capabilities, but not as squishy or AoE capable as blasters.
Support: Not much good alone, these are generally under-CR'd since they lack heavy combat capabilities. Great for supporting others though.
Ambushers: These usually aren't much good unless they get the drop on the PCs, and usually have the features to back that up (false appearance, damage transfer, stealth boosts, etc).
Modifier (can appear on any):
Solo--these are legendary creatures that could stand up to a party of appropriate APL by themselves.
Are there others? Better breakdowns of basic tactical roles? I'm planning to annotate the spreadsheet of stats with these roles, so they'll be available to anyone.
Now that I have compiled statistics (https://1drv.ms/x/s!AjKe-YTGxfZWtXdXEPdNGlYEmWlc) on all 552 monsters from the MM and Volos, I'm going through and trying to give each one tags (inspired by 4e's monster categories) that describe a decent default set of tactics. I need help coming up with the categories and their default tactics.
Here's my thoughts so far:
Brute: Big heavy melee. Usually not very smart, these charge in and focus on smacking the nearest enemies. Usually melee heavy with lower AC and high damage (relative to their CR).
Controller: Usually stands off and imposes conditions or difficult terrain, etc. on enemies. Usually pretty squishy and lower than average direct damage.
Skirmisher: Hit and run like light infantry. Tries to get behind the front line to hit squishies. Melee, high damage/low health but often some kind of other defense.
Mob: Really only dangerous in large groups. Surround and beat enemies to death. Quantity over quality.
Defender: High health/AC, these try to prevent enemies from attacking their squishies. Often lower damage.
Blaster: Ranged non-physical damage. Often AoE capable or spell-casters. Usually squishy.
Sniper: Ranged physical damage. Usually mobile and with weak melee capabilities, but not as squishy or AoE capable as blasters.
Support: Not much good alone, these are generally under-CR'd since they lack heavy combat capabilities. Great for supporting others though.
Ambushers: These usually aren't much good unless they get the drop on the PCs, and usually have the features to back that up (false appearance, damage transfer, stealth boosts, etc).
Modifier (can appear on any):
Solo--these are legendary creatures that could stand up to a party of appropriate APL by themselves.
Are there others? Better breakdowns of basic tactical roles? I'm planning to annotate the spreadsheet of stats with these roles, so they'll be available to anyone.