Tweaking monster abilities
Hello. Nice to meet you all. I'm videomaster21xx a new member to these boards.
I was talking with some folks on another message board in a thread about Hero Quest, and how I'm the DM for a group currently playing through.
First a bit about where we currently are. I'm sorry I tend to really write things out. ^^;
We've been doing a few things different. For one we have about five heroes, sometimes six if that player is able to make it. They also consist of an odd group of the heroes. The Rouge, the Knight, The Barbarian, the Dwarf, the Bard, and the Warlock. (The Warlock is there off and on)
We played through the main quest and I set out all the packs and asked them which one they wanted to go onto next. They chose The Frozen Horror which we have also now completed.
I want to tackle Keller's Keep and Return of the Witch Lord next as I feel those two are the quests you probably should follow the main quest with. (I don't regret giving my players the choice, and I enjoyed FINALLY being able to play the Barbarian quest. Something I just barely missed the boat on ordering back in the 90's.)
The issue I have now, is I don't feel normal monsters are going to cut it anymore. I mean they were going up against Polar Warbears and Yeti and generally managing to make it through okay. (Those last two quests of Frozen Horror nearly broke them though.)
I mean the Barbarian and Knight have like six defend dice each, so it's already difficult to get through their armor. I've been coming up with some tweaks to the monsters to make things interesting and if it's okay I'd love to lay them out here and get some feedback.
I was talking with some folks on another message board in a thread about Hero Quest, and how I'm the DM for a group currently playing through.
First a bit about where we currently are. I'm sorry I tend to really write things out. ^^;
We've been doing a few things different. For one we have about five heroes, sometimes six if that player is able to make it. They also consist of an odd group of the heroes. The Rouge, the Knight, The Barbarian, the Dwarf, the Bard, and the Warlock. (The Warlock is there off and on)
We played through the main quest and I set out all the packs and asked them which one they wanted to go onto next. They chose The Frozen Horror which we have also now completed.
I want to tackle Keller's Keep and Return of the Witch Lord next as I feel those two are the quests you probably should follow the main quest with. (I don't regret giving my players the choice, and I enjoyed FINALLY being able to play the Barbarian quest. Something I just barely missed the boat on ordering back in the 90's.)
The issue I have now, is I don't feel normal monsters are going to cut it anymore. I mean they were going up against Polar Warbears and Yeti and generally managing to make it through okay. (Those last two quests of Frozen Horror nearly broke them though.)
I mean the Barbarian and Knight have like six defend dice each, so it's already difficult to get through their armor. I've been coming up with some tweaks to the monsters to make things interesting and if it's okay I'd love to lay them out here and get some feedback.