Is there a good formula/strategy for making monsters harder as characters level up without just throwing more of them? My kids, for example, love Kobolds but I just don't want combats of 30 of them.
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Just create more powerful higher level Kobolds. Monster creation is one of the things that was made easier in 4e. Download and play with the Monster Builder if you have a subscription. It'll automate some of the things outlined in the DMG about creating monsters. |
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You can also make them smarter and more resourceful. Two levels ago, say five kobolds were a challenge. Now, consider:
None of that is to say that just boosting there stats isn't also a great option, and one that's especially easy in 4.0. But some variety can help stave off the feeling that no matter how strong the characters get, the kobolds just match them stat for stat. |
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I have a chart I used to individualize common monsters and make them more dangerous/effective. Some suggestions I would give:
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Another technique: take a higher level humanoid monster, and rename it Kobold Whatever. If it has any traits or powers that are specific to its type, like the hobgoblin defensive abilities or the goblin ability to shift when missed by a melee attack, remove those. Then add the kobold Shifty ability. Bam, you have a higher level kobold. Reskinning is a really useful 4e monster trick; once you identify the characteristic traits of a given type of monster, it's easy. See also the themes section of the DMG2 for more ideas of this type. |
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I can't comment on the 4e system itself but there are several ways of upping an oppenants threat. The least of which is to put a single more intelligent / powerful NPC in charge of them. Kobolds following the orders of a Mage or other smarter 'leader' can use better tactics and devices without ceasing to be Kobolds. Rather than just giving them more HP and more damage, change the way they actually challenge the players. Look at the way your players handle the average encounter and give the Kobolds a way to negate thier most common tools. A well lit chamber to thwart sneak attacks, an anti mage shiled of some sort to thwart magic attacks. Or how about a new breed of Kobold descended from some ancient offshoot with altered abilities and powers? You can describe the Kobold physicality but use the template for soemthing else for the actual details. |
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I'd definitely recommend reskinning a different monster if you're looking at a level difference of more than 3 or 4. I've noticed some odd effects when leveling monsters up or down significantly, particularly in the damage dice. |
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I agree with cdtatro. Reskinning is the way to go. If you can justify tougher kobolds, storyline wise, then its easy to reskin most monsters to fit the bill. Reskinning lizardmen will take them up a few levels, or skulks... really, most martial humanoids work well for fodder. I'd avoid brutes and lean towards skimishers. Also, don't discount terrain and tactically advantages. Kobolds are, after all, known for their trap making skills. Put the players in a hazard filled map, throw in a few brutes or soldiers of their level and surround them with some Kobolds throwing acid and alchemical fire (out of reach on a ledge). Half a dozen ongoing damage zones start adding up quick no matter what level the players are at. |
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Reskin an existing monster of the desired level. Alternatively, bump up the mook version of the creature so it's of the required strength. One of the neat things about D&D (any edition) is that it's pretty easy to scale up a monster; add some hit dice, perhaps give it an extra attack or two, and you're set. Just remember to not overthink things. The simplest solutions are often the best. |
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