Results for tag: monsters
Posted by: Rhenny on Mar 1, 2013 at 04:36:59 PM
Right now it is tough for most of us to plan encounters and hit the sweet spot on a encounter by encounter basis or an adventure by adventure basis. Once WoTC tinkers with and creates a base for all of the monsters (which they really haven't done yet) it will be much easier to calibrate the difficulty levels, and I’m hoping that there will be lots of options to standardize how DMs modify standard monsters to add variety and challenge when DMs feel it is necessary.
Posted by: Priest_of_Doom on Feb 20, 2013 at 10:47:20 AM
Claw/Claw/Bite is an online resource for role playing material. The result of early brainstorms between Stephen Hilderbrand and Adam Thompson, this blog serves as a whiteboard for ideas that we typeset into Claw/Claw/Bitemagazine, and then eventually into modules released by Unicorn Rampant Publishing and Inverspace Press.
We try to write material that is both compelling, engaging, easy to use, and fun. Our adventures are meant to be dramatic. We also love whimsy, so you may also notice bits that make you say, “is that meant to be funny, or are they just dumb.” It’s probably a mix of both. Pop culture references from the 80’s, stupid (or awesome?) puns.
This blog includes material for the 3.5 edition of the d20 fantasy rules, the Pathfinder...
Posted by: The_Jester on Feb 16, 2013 at 03:59:02 PM
With the design of 5th edition still underway, I wanted to rant a little about the ability (or rather the current inability) to add PC classes to monsters. Being able to make an orc into an orc fighter is pretty vital to my enjoyment of the game, mostly because making a classed creature equates with the DM’s ability to make NPC opponents.
This is a topic with some baggage, which needs to be discussed and acknowledged: past attempts have led to preconceived assumptions of what mixing classes and monsters means.
What Has Come Before
Almost no monsters had classes in the first couple editions. You had monsters and you had PCs and the rules were sketchy when you tried to make an encounter with say human fighters or an evil necromancer. You could add classes to some humanoid monsters,...
Posted by: The_Jester on Jan 16, 2013 at 06:00:02 PM
The Minotaur is a pretty iconic monster: half man, half beast. From a symbolic perspective, it’s the epitome of masculinity: the bull is already a masculine symbol, but then you pair it with an actual athletic male body it’s all the more potent. And with its bull head it lacks all the softness and emotion that comes with a face. The Minotaur is man removed from humanity, from civilization. According to mythology, the Minotaur itself is a sad figure, almost tragic. He’s the offspring of the Queen of Crete and an actual bull. In her defence, she was enchanted by Aphrodite. He was cast into a labyrinth by his stepfather, fed a diet of captured humans, and eventually killed by hero Theseus.
So famous is the story of the Minotaur that Microsoft Word autocorrects it, capitalizing...
Posted by: The_Jester on Dec 26, 2012 at 06:50:40 PM
It's review time. I refer of course to the end of December surprise of one last playtest package before the end of the year. This would be our fourth real package, excluding the small updates with added an extra class or two to the mix. This time we have the full 1-20 level range of for five classes.
It seems like as good a time as any to really look at the playtest package and the playtest process in general.
Wizards of the Coast has been managing this public playtest for roughly seven months, since the first package was released...
Posted by: The_Jester on Dec 3, 2012 at 02:12:33 PM
Perfect worlds don’t need heroes, and they certainly don’t need adventurers. Functioning kingdoms do not need to hire mercenaries to do the jobs of soldiers or a police force, civilized areas do not need a half-dozen heavily armed warriors acting as caravan guards, and very few hamlets or villages are threatened with slavery and death in a happy countryside. By the needs and conventions of the game, D&D worlds have to be seriously flawed, and even kingdoms ruled by a kind and just king must have their problems. Even campaigns built around delving into forgotten ruins seeking treasure and magic suggest a non-utopia based on the fact such a dangerous occupation is appealing, which says that there are few safer ways of earning that wealth. After all, the life of an adventurer is...
Posted by: moltrikor on Sep 20, 2012 at 07:48:48 PM
It was my goal to get to the table early this week.......fail. I was actually 3 or 4 minutes late. After dropping my wife and daughter off at the ice rink I had only three minutes to make a 7 minute drive.
So I arrive at the table. and two things are different; One: We have a new face at the table and 2: We are missing one of our players from last week. The new player was using a premade Drow Rogue. Yay more Damage. But the player that is absent was our Drow Cleric boo less healing.
So we have around the table, The DM, Mr Knowitall, Me, The Couple, and the New Guy.
The adventure starts off with the DM making sure we all had level up to 2nd level. Then we start with the handing out of our house goals. For those who don't know what these are, they are little things that you can do to win...
Posted by: Alphastream1 on Jun 26, 2012 at 10:10:06 AM
Adventure Announced for 4E Midgard Bestiary
The fine folks at Kobold Quarterly just announced that their Kickstarter for the 4E Midgard Bestiary will include the 4E short adventure, Fury of the Lord of the Sea.
I had the pleasure of writing this mini-adventure. My gaming group was fortunate enough to be part of the playtest for the bestiary (a collection of cool 4E monsters) and when I heard it would be released as a Kickstarter I really wanted to see it succeed. I know how hard the authors worked on this and I wanted to support it. So, I reached out and asked if they would be interesting in my contributing an adventure. I was really glad when they accepted.
I had a lot of fun writing this. In particular, it was cool to take these imaginative monsters and highlight them within a scenario...
Posted by: Centauri on Jun 9, 2012 at 06:56:57 AM
I've been asked to link to a blog entry about one of the techniques I use to make combat in 4th edition faster, more dynamic and more interesting. I'm honored that anyone would be interested, but first, some caveats:
First of all, while I arrived at the idea independently, I have seen it posted in other places. I've just never seen it gain much traction.
Second of all, it doesn't matter very much anymore. The designers have changed the monster "math" to deal with the "problem." I'm only still thinking about it because I haven't moved to the new monster math (partly because I have a solution I prefer) and because questions about combat speed still show up on the "What's A DM To Do?" forum, which I frequent.
With that out of the way, here's the basic idea with details and background to follow:...
Posted by: The_Jester on May 31, 2012 at 04:32:10 PM
We have our first open look at 5th Edition. Have we all absorbed the rules? Good. Has everyone had themselves to position themselves staunchly in a “for” or “against” faction? Okay then. Let’s get started with another review ‘n’ assessment. Be warned, it's a long one. Grandpa Jester likes to ramble, he does.
Definition of Terms
I’ll be using “5th Edition” and “5e” in this blog for a couple reasons. Mostly because 5e is 2 characters and “D&D Next” is 7 (and a space). And while “D&D Next” is a good temporary name it is a terrible official name: what happens when they need to release another edition? Or – heaven forbid – an update or revision?
They can’t just call it “Dungeons...
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