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Forked Thread: Its the terminology that kills me...
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<blockquote data-quote="ironvyper" data-source="post: 4354647" data-attributes="member: 59739"><p>I first started running games people really wanted to keep coming back to when i realized i could run my game with my pace and my goals and stories and not some designers game. At the time this was Gygax who I didnt agree with (way too many stupid traps and silly tripe). But the lesson was that no book knows what your group likes. I've had groups that asked me to build a political drama and then turned and next time out asked me for a zombie survival horror or an old school dungeon crawl focused game. And nothing in other book other then "shut up and listen to the players" would have helped any. No book helped one bit and when i tried to play by the books i found my players bored for the most part. </p><p></p><p></p><p></p><p></p><p> My problem with premade stats is they're a waste of page space over something like another original and creative design. I dont need a bunch of kobolds. I need kobods level one with thier racial stat changes and some advice on culture. </p><p> </p><p> I rarely used premade monsters from the old MM's. It was much more interesting to me to focus on conflict between humanoids and none of my players ever complained so a huge majority of my fights over the years have been humanoid creatures with levels added to them from different classes rather then being advanced creatures or straight from the book creatures. </p><p></p><p> Kobolds dont need mechanical differences from goblins. Really the two shouldnt both exist. But if they do in your world theres a bunch of other ways to distinguish them. For instance i made my goblins like the creatures from the move Descent, i gave them tremorsense with echolocation as a decriptive feature and they fought with thier bare hands or cave man level tools. Kobolds were a fairy creature that lived underground and sometimes inhabited abandoned humanoid works underground or in remote places. But they are as smart as people and have a high proportian of sorcerers who i gave feary type spells. Everything from charm to obscuring mist and invisibility. </p><p></p><p> i dont need seperate mechanics for that though, the kobold goons are the lower class of thier culture who are too infected by the mortal worlds energies to have the power of sorcerers and the sorcerers rule the culture with special families with thier own area ruling kobold warrens and having high instances of sorcerers and priests. Anyone but the noble families with those powers was killed so you dont have to worry about those people being in normal encounters. </p><p></p><p> So there, flavorful, interesting, with clear DM guidelines on who should be where in an encounter area and not one bit of mechanics different then PC's use.</p></blockquote><p></p>
[QUOTE="ironvyper, post: 4354647, member: 59739"] I first started running games people really wanted to keep coming back to when i realized i could run my game with my pace and my goals and stories and not some designers game. At the time this was Gygax who I didnt agree with (way too many stupid traps and silly tripe). But the lesson was that no book knows what your group likes. I've had groups that asked me to build a political drama and then turned and next time out asked me for a zombie survival horror or an old school dungeon crawl focused game. And nothing in other book other then "shut up and listen to the players" would have helped any. No book helped one bit and when i tried to play by the books i found my players bored for the most part. My problem with premade stats is they're a waste of page space over something like another original and creative design. I dont need a bunch of kobolds. I need kobods level one with thier racial stat changes and some advice on culture. I rarely used premade monsters from the old MM's. It was much more interesting to me to focus on conflict between humanoids and none of my players ever complained so a huge majority of my fights over the years have been humanoid creatures with levels added to them from different classes rather then being advanced creatures or straight from the book creatures. Kobolds dont need mechanical differences from goblins. Really the two shouldnt both exist. But if they do in your world theres a bunch of other ways to distinguish them. For instance i made my goblins like the creatures from the move Descent, i gave them tremorsense with echolocation as a decriptive feature and they fought with thier bare hands or cave man level tools. Kobolds were a fairy creature that lived underground and sometimes inhabited abandoned humanoid works underground or in remote places. But they are as smart as people and have a high proportian of sorcerers who i gave feary type spells. Everything from charm to obscuring mist and invisibility. i dont need seperate mechanics for that though, the kobold goons are the lower class of thier culture who are too infected by the mortal worlds energies to have the power of sorcerers and the sorcerers rule the culture with special families with thier own area ruling kobold warrens and having high instances of sorcerers and priests. Anyone but the noble families with those powers was killed so you dont have to worry about those people being in normal encounters. So there, flavorful, interesting, with clear DM guidelines on who should be where in an encounter area and not one bit of mechanics different then PC's use. [/QUOTE]
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