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General Tabletop Discussion
*Dungeons & Dragons
In Search of "the" Ideal Monster Presentation
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<blockquote data-quote="Leatherhead" data-source="post: 9166266" data-attributes="member: 53176"><p>The entire point of me buying a book of monsters, is so that I can do less work prepping or running a game. So to that end I want:</p><p></p><ul> <li data-xf-list-type="ul">A place in the world for the monster. Like seriously, how do these things exist, or even why do they exist? </li> <li data-xf-list-type="ul">Novel tactics for monsters beyond "They move and attack, the big ones go in front, the squishy ones in the back." Like how Star Spawn Seers will friendly fire a Star Spawn Hulk ally in order to trigger a psionic explosion.</li> <li data-xf-list-type="ul">Novel tactics for defeating monsters. Clear weaknesses that function as a mini-bonus you can use as rewards for players that spend time researching or investing their skills into (and not total shut downs like "stay away from the melee units and shoot them with longbows").</li> <li data-xf-list-type="ul">Alternate win conditions with even simple monsters. Wolves just want something to eat, they don't need to kill everyone, just like one target for a meal. You could distract them with some fresh meat.</li> <li data-xf-list-type="ul">Easy customizability. If I am making a fire cult temple, I should just be able plug in a minimal effort template to have monsters shoot fire without having to reverse engineer the secret monster damage formulas, which the designers are privy too.</li> <li data-xf-list-type="ul">And finally, super quick and compact combat stat blocks. I know that might seem contradictory with everything I just posted. But most of that information should be displayed outside of the stat block for easy reading anyway.</li> </ul></blockquote><p></p>
[QUOTE="Leatherhead, post: 9166266, member: 53176"] The entire point of me buying a book of monsters, is so that I can do less work prepping or running a game. So to that end I want: [LIST] [*]A place in the world for the monster. Like seriously, how do these things exist, or even why do they exist? [*]Novel tactics for monsters beyond "They move and attack, the big ones go in front, the squishy ones in the back." Like how Star Spawn Seers will friendly fire a Star Spawn Hulk ally in order to trigger a psionic explosion. [*]Novel tactics for defeating monsters. Clear weaknesses that function as a mini-bonus you can use as rewards for players that spend time researching or investing their skills into (and not total shut downs like "stay away from the melee units and shoot them with longbows"). [*]Alternate win conditions with even simple monsters. Wolves just want something to eat, they don't need to kill everyone, just like one target for a meal. You could distract them with some fresh meat. [*]Easy customizability. If I am making a fire cult temple, I should just be able plug in a minimal effort template to have monsters shoot fire without having to reverse engineer the secret monster damage formulas, which the designers are privy too. [*]And finally, super quick and compact combat stat blocks. I know that might seem contradictory with everything I just posted. But most of that information should be displayed outside of the stat block for easy reading anyway. [/LIST] [/QUOTE]
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