Things are going into full swing over in my 4e campaign, with Team 2 gearing up to head towards a desecrated temple to face a Demon Slavedriver and his horde of goblin thralls, and Team one sailing their way towards the Maya inspired region of the world, where insidious horrors await them in the jungles.
And now I reach the point where I let go of the prebuilt stuff in the Monster Manual and begin cobbling something together. Enter: the Monster Creation Rules of the DMG.
I figure that most GMs actually try these rules out even before they’ve started planning a game, but I find that in most cases the monster manual monsters fit the bill. Unfortunately, I’m considering upping the game a bit. In the save way that RV posted before that it was actually feasible to have a level 1 party fight a dragon and still have it feel epic, I’m certain that fights between level one parties with various other “boss monsters” should be pretty doable
That being said, I find myself looking back at my Combat Encounter Checklist first, and going through it to define the fight. I’ve got an in game reason for why they should stop this particular bad guy, and a personality to go along with it. I’ve got imagery associated with both fights right now, each one based on a dungeon. My only regrets is that I never really learned how to draw, otherwise I’d have been putting up sketches that my brain is currently displaying.
I’m happy with how the DMG came up with a means to help GMs generate monsters. From minions to elites and to solos the numbers add up quite nicely, and with a little bit of elbow grease and some study of the monster manual, the GM should be able to wing together a few powers that will make his creation both unique and functional in the battlefield.
I’m working on it further but I can’t go into too much detail just yet. Watch this space however, as I might put up a step-by-step description of how I worked on making a game session after I run the one for Team 1 this weekend.