Is there a meaningful difference between giving a monster multiattack and giving it multiple turns per round?
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I'm creating a CR21 boss for my medium-level party of six players to fight. I know that action economy is a big disadvantage for a single enemy fighting an entire party, so I'm giving the boss the ability to attack 4 times per turn (20-35 damage per most attacks).
I know the most common way to give a creature multiple attacks is to give it Multiattack, an action that allows it to use its attack abilities several times in one go. I'm considering instead rolling initiative for the boss 4 times and giving it a whole turn for each initiative value, giving it 4 separate attacks.
Will this have a significantly different effect on the battle than giving the boss a standard multiattack?
A couple thoughts I've had:
- This allows the boss to use more bonus actions per round. The boss I'm designing doesn't have any nonstandard bonus actions, so I don't think this will make a big difference.
- This allows the boss to move more often. I've divided the speed I want the boss to have by the number of turns it gets per round, so its total movement per round will be the same.
- This gives the boss more reactions. I can see this making it quite a but more difficult. I'm not planning on using many reactions when I play the boss, though.
dnd-5e multiattack monster-design action-economy
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add a comment |
$begingroup$
I'm creating a CR21 boss for my medium-level party of six players to fight. I know that action economy is a big disadvantage for a single enemy fighting an entire party, so I'm giving the boss the ability to attack 4 times per turn (20-35 damage per most attacks).
I know the most common way to give a creature multiple attacks is to give it Multiattack, an action that allows it to use its attack abilities several times in one go. I'm considering instead rolling initiative for the boss 4 times and giving it a whole turn for each initiative value, giving it 4 separate attacks.
Will this have a significantly different effect on the battle than giving the boss a standard multiattack?
A couple thoughts I've had:
- This allows the boss to use more bonus actions per round. The boss I'm designing doesn't have any nonstandard bonus actions, so I don't think this will make a big difference.
- This allows the boss to move more often. I've divided the speed I want the boss to have by the number of turns it gets per round, so its total movement per round will be the same.
- This gives the boss more reactions. I can see this making it quite a but more difficult. I'm not planning on using many reactions when I play the boss, though.
dnd-5e multiattack monster-design action-economy
$endgroup$
add a comment |
$begingroup$
I'm creating a CR21 boss for my medium-level party of six players to fight. I know that action economy is a big disadvantage for a single enemy fighting an entire party, so I'm giving the boss the ability to attack 4 times per turn (20-35 damage per most attacks).
I know the most common way to give a creature multiple attacks is to give it Multiattack, an action that allows it to use its attack abilities several times in one go. I'm considering instead rolling initiative for the boss 4 times and giving it a whole turn for each initiative value, giving it 4 separate attacks.
Will this have a significantly different effect on the battle than giving the boss a standard multiattack?
A couple thoughts I've had:
- This allows the boss to use more bonus actions per round. The boss I'm designing doesn't have any nonstandard bonus actions, so I don't think this will make a big difference.
- This allows the boss to move more often. I've divided the speed I want the boss to have by the number of turns it gets per round, so its total movement per round will be the same.
- This gives the boss more reactions. I can see this making it quite a but more difficult. I'm not planning on using many reactions when I play the boss, though.
dnd-5e multiattack monster-design action-economy
$endgroup$
I'm creating a CR21 boss for my medium-level party of six players to fight. I know that action economy is a big disadvantage for a single enemy fighting an entire party, so I'm giving the boss the ability to attack 4 times per turn (20-35 damage per most attacks).
I know the most common way to give a creature multiple attacks is to give it Multiattack, an action that allows it to use its attack abilities several times in one go. I'm considering instead rolling initiative for the boss 4 times and giving it a whole turn for each initiative value, giving it 4 separate attacks.
Will this have a significantly different effect on the battle than giving the boss a standard multiattack?
A couple thoughts I've had:
- This allows the boss to use more bonus actions per round. The boss I'm designing doesn't have any nonstandard bonus actions, so I don't think this will make a big difference.
- This allows the boss to move more often. I've divided the speed I want the boss to have by the number of turns it gets per round, so its total movement per round will be the same.
- This gives the boss more reactions. I can see this making it quite a but more difficult. I'm not planning on using many reactions when I play the boss, though.
dnd-5e multiattack monster-design action-economy
dnd-5e multiattack monster-design action-economy
edited 38 mins ago
Kevin
asked 44 mins ago
KevinKevin
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The D&D 5E system already has built-in rules for important creatures acting out of turn: Legendary Actions and Lair Actions.
Legendary Actions happen a certain number of times each turn (usually three), though some specific instances take up more than one. These actions take place after another creatures turn, interrupting the initiative order. They range from casting a spell, making attacks, using an ability, extra movement that doesn't provoke attacks of opportunity, to more exotic things.
Lair Actions are similar, but take the form special things the creature can do with the environment (or the environment does to the creature's benefit). They always take place on Initiative Count 20.
If your players know the game (experience with other DMs, or being DMs themselves), they should be comfortable with the concept. Adding your own house rules when there are already mechanics designed in the game just tends to add confusion.
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$begingroup$
Legendary Actions are the standard way that monsters are given to act at multiple points in the round. These can be in the form of special attacks, spells, or whatever other sorts of actions you like.
You've addressed most of the objections to using whole turns in your updated question.
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2 Answers
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2 Answers
2
active
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$begingroup$
The D&D 5E system already has built-in rules for important creatures acting out of turn: Legendary Actions and Lair Actions.
Legendary Actions happen a certain number of times each turn (usually three), though some specific instances take up more than one. These actions take place after another creatures turn, interrupting the initiative order. They range from casting a spell, making attacks, using an ability, extra movement that doesn't provoke attacks of opportunity, to more exotic things.
Lair Actions are similar, but take the form special things the creature can do with the environment (or the environment does to the creature's benefit). They always take place on Initiative Count 20.
If your players know the game (experience with other DMs, or being DMs themselves), they should be comfortable with the concept. Adding your own house rules when there are already mechanics designed in the game just tends to add confusion.
$endgroup$
add a comment |
$begingroup$
The D&D 5E system already has built-in rules for important creatures acting out of turn: Legendary Actions and Lair Actions.
Legendary Actions happen a certain number of times each turn (usually three), though some specific instances take up more than one. These actions take place after another creatures turn, interrupting the initiative order. They range from casting a spell, making attacks, using an ability, extra movement that doesn't provoke attacks of opportunity, to more exotic things.
Lair Actions are similar, but take the form special things the creature can do with the environment (or the environment does to the creature's benefit). They always take place on Initiative Count 20.
If your players know the game (experience with other DMs, or being DMs themselves), they should be comfortable with the concept. Adding your own house rules when there are already mechanics designed in the game just tends to add confusion.
$endgroup$
add a comment |
$begingroup$
The D&D 5E system already has built-in rules for important creatures acting out of turn: Legendary Actions and Lair Actions.
Legendary Actions happen a certain number of times each turn (usually three), though some specific instances take up more than one. These actions take place after another creatures turn, interrupting the initiative order. They range from casting a spell, making attacks, using an ability, extra movement that doesn't provoke attacks of opportunity, to more exotic things.
Lair Actions are similar, but take the form special things the creature can do with the environment (or the environment does to the creature's benefit). They always take place on Initiative Count 20.
If your players know the game (experience with other DMs, or being DMs themselves), they should be comfortable with the concept. Adding your own house rules when there are already mechanics designed in the game just tends to add confusion.
$endgroup$
The D&D 5E system already has built-in rules for important creatures acting out of turn: Legendary Actions and Lair Actions.
Legendary Actions happen a certain number of times each turn (usually three), though some specific instances take up more than one. These actions take place after another creatures turn, interrupting the initiative order. They range from casting a spell, making attacks, using an ability, extra movement that doesn't provoke attacks of opportunity, to more exotic things.
Lair Actions are similar, but take the form special things the creature can do with the environment (or the environment does to the creature's benefit). They always take place on Initiative Count 20.
If your players know the game (experience with other DMs, or being DMs themselves), they should be comfortable with the concept. Adding your own house rules when there are already mechanics designed in the game just tends to add confusion.
answered 26 mins ago
T.J.L.T.J.L.
30.7k5106163
30.7k5106163
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$begingroup$
Legendary Actions are the standard way that monsters are given to act at multiple points in the round. These can be in the form of special attacks, spells, or whatever other sorts of actions you like.
You've addressed most of the objections to using whole turns in your updated question.
$endgroup$
add a comment |
$begingroup$
Legendary Actions are the standard way that monsters are given to act at multiple points in the round. These can be in the form of special attacks, spells, or whatever other sorts of actions you like.
You've addressed most of the objections to using whole turns in your updated question.
$endgroup$
add a comment |
$begingroup$
Legendary Actions are the standard way that monsters are given to act at multiple points in the round. These can be in the form of special attacks, spells, or whatever other sorts of actions you like.
You've addressed most of the objections to using whole turns in your updated question.
$endgroup$
Legendary Actions are the standard way that monsters are given to act at multiple points in the round. These can be in the form of special attacks, spells, or whatever other sorts of actions you like.
You've addressed most of the objections to using whole turns in your updated question.
answered 35 mins ago
bvstuartbvstuart
1,141310
1,141310
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