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13 months ago ::
May 29, 2012 - 7:55AM
#21
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community.wizards.com/go/thread/view/758...
You've got to be kidding me. You already started a thread on this, why create another?
This is for the actual experience from the DMs point of view, thus its in the DM's playtest forum.
The other one is from looking at the mechanics alone.
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13 months ago ::
May 29, 2012 - 7:57AM
#22
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I find the subtle mechanical differences to be enough to set them apart mechanically - I don't need some little trick for each, or some "unique" power for each, because separating them through roleplay comes very naturally to me and is easily received by my players.
We have one goblin charging headlong into the dwarves of the party shouting curses and threats, a pair lagging back firing arrows - that panic and retreat before firing more each time the party takes out one of their friends - and all this simple opportunities to present personality for each and every monster, and I always take them.
My players fought a dozen goblins in one encounter, and despite each having the same AC, same HP, same attack and damage regardless of spear or mace, and the tiny mechanical difference of +1 to hit and damage on the ones with short bows - and they felt like they encounter 12 different goblins.
The party will probably face another dozen goblins with the exact same stats next time we get together for the playtest, and I am sure that they will think nothing of them having had the same numbers behind them because each will behave as an individual and be seen as an individual - even if I have to resort to giving one of them a squeaky voice to do it.
I guess what I mean to say is: My methods vary... wildly.
My question for you is would your style be diminished or handicapped if they had a couple of unique traits? Maybe half of them get a bonus to attack when they flank, the other half get a bonus to ranged attacks if they aim at the same target? Would something like that make it hard to do your style?
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13 months ago ::
May 29, 2012 - 8:07AM
#23
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Date Joined:
Feb 23, 2007
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Right now goblins/kobolds don't count for much besides target practice. They die before they take an action and about 70-75% of the time their action is swing wildly and miss. If that's the core mechanic it needs tuning still.
You hit a nail on the head. Variation might not be the issue. Making kobolds tough enough to last long enough to be interesting is the challenge. Encounters need to last a minimum of 2 rounds to be interesting. Scragging 10 kobolds before they get to go seems Monty Hall to me.
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13 months ago ::
May 29, 2012 - 8:09AM
#24
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I was pleased with the simplicity of the monster entries. By looking at each monster's "special power," it allowed me to quickly apply unique tactics that kept them clearly differentiated from other monsters of similar types. For example, fighting the goblin nest is like taking on a thieves' guild, with all the little bastards hiding and springing out looking for sneak attacks. Fighting the orcs is all about taking a brutal howling charge, then mowing that wave down, as another group winds up to rush you.
As far as homogeneity (each goblin being like each other goblin), it wouldn't be tough to swap out powers to create different goblin roles -- give a pair of goblin archers the rogue's 3rd level Skulker ability, and one of the melee goblins the Moradin cleric's Defender ability, and you've got a hell of an ambush.
The simplicity of the stat blocks makes swapping these "flavor" abilities extremely simple. I think the designers got the general level of monster complexity just right.
That's exactly what they need to do, just one or two powers to differentiate one goblin from the next...
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13 months ago ::
May 29, 2012 - 5:33PM
#25
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Date Joined:
Sep 25, 2007
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I find the subtle mechanical differences to be enough to set them apart mechanically - I don't need some little trick for each, or some "unique" power for each, because separating them through roleplay comes very naturally to me and is easily received by my players.
We have one goblin charging headlong into the dwarves of the party shouting curses and threats, a pair lagging back firing arrows - that panic and retreat before firing more each time the party takes out one of their friends - and all this simple opportunities to present personality for each and every monster, and I always take them.
My players fought a dozen goblins in one encounter, and despite each having the same AC, same HP, same attack and damage regardless of spear or mace, and the tiny mechanical difference of +1 to hit and damage on the ones with short bows - and they felt like they encounter 12 different goblins.
The party will probably face another dozen goblins with the exact same stats next time we get together for the playtest, and I am sure that they will think nothing of them having had the same numbers behind them because each will behave as an individual and be seen as an individual - even if I have to resort to giving one of them a squeaky voice to do it.
I guess what I mean to say is: My methods vary... wildly.
My question for you is would your style be diminished or handicapped if they had a couple of unique traits? Maybe half of them get a bonus to attack when they flank, the other half get a bonus to ranged attacks if they aim at the same target? Would something like that make it hard to do your style?
Yes, absolutely.
I know from my time spent running 4e (from Keep on the Shadowfell through, at least once a week every week, until about 3 weeks after the Gloomwrought box came out) that having a room full of goblins and 3 statblocks, especially that are subtley (as opposed to entirely) different slows me down, distracts me, and directly reduces the amount of "time" that I feel I have to portray each goblin with some personality.
I forgot to have them shift when missed by an attack - except for when I focused on remembering to the point that i wasn't shouting goblin insults anymore. I got confused as to which one had which particular power - except for when I was thinking ahead to the next critter to the point that I was no longer describing goblin victory dances upon incapacitating their foes. Worst of all, I saw my players looking at me waiting on every word not with a look that said "what happens next," but with looks that said "would you hurry up."
It's not for me, that's for certain... the monsters in the playtest being simple stat blocks, even though some goblins have spears instead of maces (they even have the same stats for attack and damage), let me add what I wanted (personality) without giving me a big "block" of text and numbers that I felt overwhelmed by trying to remember while still playing the game the way I have always played.
Careful, man. That much logic might be illegal on the internet. - Salla
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13 months ago ::
May 29, 2012 - 5:43PM
#26
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Date Joined:
Sep 25, 2007
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To me, this is breaking what standard D&D is. In D&D, goblins are small green skinned humanoids.
Right... except for when they are red (Birthright campaign setting), or an orange/yellow tan sort of color (3.5 monster manual).
Fair point though... goblins are always green... usually.
I think stretching it to have some variation is great, but just throwing it out of the window is just going to confuse players, especially when there are other monsters that fit what you're looking for.
Which part is stretching to have variation, and which part is throwing it out the window? The height? The color? Being frog-ish in appearance?
I think that is all stretching... still a funny colored and rude humanoid monster... not like I said a "goblin" is a writhing mass of silver tentacles arrayed around a living sphere of obsidian that glows with a pus-hued light.
I guess my point is that, for every DM who wants to make up their own goblins, there are some that just want to use what's on the page in front of them, and what is presented on the page has to cater for those by giving them the info to achieve that, mechanically and with flavour text.
I agree that there are different styles... and it is helpful to have a monster on a page in front of you that you can just "plug 'n play" with... which is exactly why I prefer monsters as written in the book to be at their simplest possible incarnation.
It is both easier to use a simple set of stats when just flipping open and running on the fly, and to take a sticky note and add some special mechanics to make "generic goblin" into "goblin of the shakewood forest" than it is for me to stare at a complex list of mechanics and ignore the ones I am going to probably forget to implement in the first place.
Clarity: It is easier to put a sticky note next to a DDN statblock that gives the goblins special powers than for me to flip open the 4e monster manual to goblin and visually pare down the multiple stat blocks there into a single, simple, and actually functional set of stats.
Careful, man. That much logic might be illegal on the internet. - Salla
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13 months ago ::
May 29, 2012 - 5:49PM
#27
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Date Joined:
Oct 27, 2007
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I guess my problem wasn't that they felt too much the same mechanically, because each monster has its own little power--it's that the MONSTERS feel too much the same.
Gnolls, goblins, hobgoblins, orcs, bugbears: pretty much all of them end up feeling like big dirty monsters dressed in patch-together armor with big rusty weapons that dwell in cramped ruins and squalor and then "boil out across the countryside" to enslave, kill and eat people and or sacrifice them to profane demon gods.
We've gone pretty far in D&D. Each of these monsters has a lot of history--certainly enough to be able to do a writeup on each and make it feel special and fun. But that just didn't come across in the sample bestiary.
That and a lot of the powers given to each kind of creature felt a little...stank. Like the gnoll leader ability Devour the Fallen that gives the critter extra HP every time a foe dies around it. That doesn't feel particularly "gnoll" to me, and it doesn't even really make that much sense as the gnoll doesn't seem to take the time to actually devour the fallen so much as maybe get some gore splatted on it. Plus eating things to get hp has always felt a little weak. On the other hand, maybe I could see the idea of the hp as a morale bonus thing...but if so, the name sort of derails that idea.
I dunno. I kind of see gnolls as the sort of monster that if they see bloodshed they all just kind of go nuts and start cutting on themselves and frothing at the mouth. Maybe something like: if a gnoll scores a 20 on an enemy, all gnolls within sight of the first gnoll get a free attack. I kind of like that.
I guess the point is: first figure out a unique flavor for each monster, and then make the power embody that flavor in a vivid fun way.
Now with 100% more Vorthos!
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13 months ago ::
May 29, 2012 - 7:43PM
#28
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Date Joined:
Aug 24, 2007
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I was going to post something in my own thread about this. But here will do.
I do think that monsters are a little bare bones, as presented. And I hope that'll change.
The monsters from 4th edition where interesting, at least with their powers, but it did become a bit of a challenge for the DM to track everything.
One thing that I think would be a step in the right direction is to add some 'triggered' powers. If you've seen the One Ring or Dragon Age RPGS, then you might know the direction I'm going.
Basically, the idea would be that most monsters have 1-2 abilties that the DM doesn't necessarily use, but instead, are triggered by, say, an Odd result on the d20. You could have Odd Misses that trigger a 'power' or Odd Hits that trigger a different power.
The point is, that in some fights, the powers will be triggered and in others, they won't. The players can't then always predict that a goblin will always 'shift' when they are missed (or whatever). But that the DM doesn't just use the same power over and over again OR that they don't immediately try to take advantage of the situation.
By the later, I'll need to explain with an example. There is a Dark Acolye in the Playtest MM, who gets, once per day, +1d6 to their damage. A DM would always use that the first time the DA successfully hit. There is no reason not to, since many creatures are really just road-bumps for the PCs. The power could have been worded: 'On their first successful attack' as opposed to 'once per day'.
The idea that I'm getting at, is that these sorts of powers are triggered by a dice roll of some sort. It represents that the NPC might not have thought it to be the best time to use that power and is saving it. Furthermore, because it is trigger, so long as your trigger condition doesn't change much (i.e. When you roll an odd result on the d20) it's something that is easy enough to remember. Roll an odd result? Check the triggers power.
Regardless, I do think that a little more life needs to be breathed into the monsters. Not too much, but just enough.
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13 months ago ::
May 29, 2012 - 7:47PM
#29
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Right now goblins/kobolds don't count for much besides target practice. They die before they take an action and about 70-75% of the time their action is swing wildly and miss. If that's the core mechanic it needs tuning still.
You hit a nail on the head. Variation might not be the issue. Making kobolds tough enough to last long enough to be interesting is the challenge. Encounters need to last a minimum of 2 rounds to be interesting. Scragging 10 kobolds before they get to go seems Monty Hall to me.
After playing with the new monsters I have to agree with this.I am not so sure that adding powers is the answer though.Adding hp might be a better way to do it instead.They are trying to make combat enoyable yet move swiftly.I am very thankful for this fact especially after dealing with 4th ed.Adding powers like they did in that ed may bog things down too much once again.Adding some hp to the monsters so they do not go down in one hit in a level equivelent encounter would be nice.
When we played through a few mock battles one of platers made the following comment.Most of these fights go so quickly because these critters have no hp,you sneeze and one dies.He continued to say that with gridless combat it was nice but it was rather annoying when using a grid.You set up some landscape and minis and then a few minutes later its all over.Makes you wonder why we even bothered wasting our time setting it up.
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13 months ago ::
May 29, 2012 - 8:48PM
#30
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Date Joined:
Jul 13, 2011
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B2 monsters, just like the characters were an initial jump into "what is classic D&D". We had no problem running through the beastiary and just doing "you are in X location...." and having a encounter. Each DM chose a monster then had 10 minutes to put that monster in its setting.
Over all we agreed that "AS IT STANDS" we have no problem with the PT packet. We paly test what we have, gather our thoughts and look for ways to run adventures with what we have. One DM is currently looking over the monsters and compareing them to other editions to see how the info stacks up.
I can only say how our B2 test did not go. It was the oppsite of this.....
"We go in and attack."
Rather than piss and moan about what we do not have yet, we push and pull the RAW and see where they break naturally. That is where our first round of survey comments will come from. As I have said before, we currently play all editions. I run 4E.
MY DM COMMITMENT To insure that those who participate in any game that I adjudicate are having fun, staying engaged, maintaining focus, contributing to the story and becoming legendary.
"The secret we should never let the gamemasters know is that they don't need any rules." Gary Gygax
Thanks for that Gary, so now stop playing RAW games.
Member of the Progressive Front of Grognardia Suicide Squad
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