Darazel
2018-12-04, 09:13 AM
Hello everyone,
my group currently consists of 6 players. We just switched campaigns and are picking up again with characters from a couple of years back, who are just entering mid-level territory (party level 8). I noticed that with 6 players, encounters need to beef up quite a bit (that was expected), but also encounters against single, powerful foes are often dysfunctional easy compared to larger groups of weaker foes, even when the EL is about the same (I realize the Encounter Level system is wonky).
I am strongly suspecting that the discrepancy regarding available actions (action economy) is a major factor in this (as it often is in other gaming systems). I therefore created a template that I hope will help mitigate the problem a bit by addressing available actions directly. I just want to be able (from time to time) to drop individual foes in front of the six guys and still want to have an exciting combat experience.
As I am not experienced in creating homebrew material, feedback would be appreciated. Thanks.
Formidable Creature
Formidable creatures can appear anywhere, but especially where the plot or other dramatic aspects call for an interesting encounter, whithout the option of
deploying multiple creatures.
Creating A Formidable Creature
"Formidable" is an inherited template that can be added to any creature.
A formidable creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves,
or skill points if its type changes.
Special Qualities
A formidable creature retains all the special qualities of the base creature and also gains the following.
Quick To Act (Ex): A formidable creature gains a +5 bonus to initiative.
One Man Party (Ex): A formidable creature gains a second round worth of actions per turn, on the initiative count 10 points lower than its actual initiative result.
It can spend its full allotment of actions on each activation. Swift actions can be spent once per activation. Immediate actions deplete the swift action that would
normally be available at the next activation only. Effects that would normally be in place until the creatures next round are only in effect until its next activation
(e.g. AC penalty after charging). Effect and spell durations tracked in full rounds are handled normally (and therefore are in effect for the double amount of activations
compared to normal creatures). When conducting actions that take multiple rounds (e.g. casting spells with a casting time of 1 round or more), each activation
reduces the remaining duration of the activity by one round. Therefore, if activation 1 (on initiative 22) is spent beginning to cast Summon Monster I, the summoned
monster would appear directly before activation 2 (immediately before initiative 12). A formidable creature can spend a full round worth of actions during a surprise round.
Avoid Overcomplication (Ex): A formidable creature cannot delay. It can prepare actions, but the action only stays readied until its next activation. The formidable
template has no effects outside of combat.
Challenge Rating
Same as base creature +1.
Level Adjustment
Same as the base creature +3.
my group currently consists of 6 players. We just switched campaigns and are picking up again with characters from a couple of years back, who are just entering mid-level territory (party level 8). I noticed that with 6 players, encounters need to beef up quite a bit (that was expected), but also encounters against single, powerful foes are often dysfunctional easy compared to larger groups of weaker foes, even when the EL is about the same (I realize the Encounter Level system is wonky).
I am strongly suspecting that the discrepancy regarding available actions (action economy) is a major factor in this (as it often is in other gaming systems). I therefore created a template that I hope will help mitigate the problem a bit by addressing available actions directly. I just want to be able (from time to time) to drop individual foes in front of the six guys and still want to have an exciting combat experience.
As I am not experienced in creating homebrew material, feedback would be appreciated. Thanks.
Formidable Creature
Formidable creatures can appear anywhere, but especially where the plot or other dramatic aspects call for an interesting encounter, whithout the option of
deploying multiple creatures.
Creating A Formidable Creature
"Formidable" is an inherited template that can be added to any creature.
A formidable creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves,
or skill points if its type changes.
Special Qualities
A formidable creature retains all the special qualities of the base creature and also gains the following.
Quick To Act (Ex): A formidable creature gains a +5 bonus to initiative.
One Man Party (Ex): A formidable creature gains a second round worth of actions per turn, on the initiative count 10 points lower than its actual initiative result.
It can spend its full allotment of actions on each activation. Swift actions can be spent once per activation. Immediate actions deplete the swift action that would
normally be available at the next activation only. Effects that would normally be in place until the creatures next round are only in effect until its next activation
(e.g. AC penalty after charging). Effect and spell durations tracked in full rounds are handled normally (and therefore are in effect for the double amount of activations
compared to normal creatures). When conducting actions that take multiple rounds (e.g. casting spells with a casting time of 1 round or more), each activation
reduces the remaining duration of the activity by one round. Therefore, if activation 1 (on initiative 22) is spent beginning to cast Summon Monster I, the summoned
monster would appear directly before activation 2 (immediately before initiative 12). A formidable creature can spend a full round worth of actions during a surprise round.
Avoid Overcomplication (Ex): A formidable creature cannot delay. It can prepare actions, but the action only stays readied until its next activation. The formidable
template has no effects outside of combat.
Challenge Rating
Same as base creature +1.
Level Adjustment
Same as the base creature +3.