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Creature Rank vs SOD effects
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<blockquote data-quote="tlantl" data-source="post: 5864413" data-attributes="member: 55225"><p>This is a little far fetched don't you think. </p><p></p><p>DMs have been able to figure out what monsters to use for over a third of a century. It's strange that all of a sudden we need our hands held by the developers of the game. </p><p></p><p>If DMs were to decide that they suck at the game so bad that they need to give it up then there really wouldn't be any reason for WotC to be trying to scrape together enough customers to salvage their IP since it would already be dead.</p><p></p><p></p><p></p><p>Back to the topic at hand. </p><p></p><p>Save or die effects used against a major encounter don't need to be game enders. I always roll my dice in private. There's no way I'm going to fail a die roll if it means ending the game early. </p><p></p><p>I fudge dice in both directions when ever I want to maintain the mood. If the group is heading for a meaningless defeat, or worse, there's nothing stopping me from missing on purpose a few times. We all suffer bad dice days, there's no need to have the fun grind to a halt because my monsters don't miss and no one in the party can hit. </p><p></p><p>For the record I don't like monster roles any more than I like player character roles. </p><p></p><p>I use what ever monsters I like without regard for their status as an opponent. Once I have the system sorted out I can run simple exploration adventures with little more than some random encounter sheets and some basic information about the residents of the area, which is found in my campaign folder.</p><p></p><p>Until recently monsters had hit dice, this was a spread of hit points which could range from a hand full to a whole lot. Used to be a time we rolled hit points. Was a time you could determine the difficulty of the opposition by looking at their hit dice and special attacks and defenses. You didn't need someone to tell you what the monster did or how to use it in combat, but some genius decided that the way D&D was designed and played for thirty odd years was wrong. </p><p></p><p>Now they're trying to fix it. Let's hope they get it right this time.</p></blockquote><p></p>
[QUOTE="tlantl, post: 5864413, member: 55225"] This is a little far fetched don't you think. DMs have been able to figure out what monsters to use for over a third of a century. It's strange that all of a sudden we need our hands held by the developers of the game. If DMs were to decide that they suck at the game so bad that they need to give it up then there really wouldn't be any reason for WotC to be trying to scrape together enough customers to salvage their IP since it would already be dead. Back to the topic at hand. Save or die effects used against a major encounter don't need to be game enders. I always roll my dice in private. There's no way I'm going to fail a die roll if it means ending the game early. I fudge dice in both directions when ever I want to maintain the mood. If the group is heading for a meaningless defeat, or worse, there's nothing stopping me from missing on purpose a few times. We all suffer bad dice days, there's no need to have the fun grind to a halt because my monsters don't miss and no one in the party can hit. For the record I don't like monster roles any more than I like player character roles. I use what ever monsters I like without regard for their status as an opponent. Once I have the system sorted out I can run simple exploration adventures with little more than some random encounter sheets and some basic information about the residents of the area, which is found in my campaign folder. Until recently monsters had hit dice, this was a spread of hit points which could range from a hand full to a whole lot. Used to be a time we rolled hit points. Was a time you could determine the difficulty of the opposition by looking at their hit dice and special attacks and defenses. You didn't need someone to tell you what the monster did or how to use it in combat, but some genius decided that the way D&D was designed and played for thirty odd years was wrong. Now they're trying to fix it. Let's hope they get it right this time. [/QUOTE]
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