Monsters

Monster encounters are often reported as too easy for an experienced adventurer. They don't have to be, even when you follow the rules as written.


 * Draw atleast two initiative cards for a monster. Let it act on both of those.
 * Monsters can dodge (and sometimes parry). Let them do this without limitations, they should be experienced enough to have the equivalent of Fast Footwork.
 * Monster attacks are flavourful. Let them wreck havoc and chaos on the battle field. For most monsters, it does not make sense that their foes are allowed automatic hits against them when they move in and out of melee weapon range as their attacks dictate. They fly too fast, are too huge, or simply immaterial enough to not have to roll for Retreat.

A young monster:
 * 1 initiative card
 * No modifications

Regular monster:
 * 2 initiative cards
 * No modifications

Experienced monster:
 * 3 initiative cards
 * Give the monster 3 skill ranks in Stealth and Move.
 * Increase strength with 50-100%