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Monster Design in D&D Next
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<blockquote data-quote="JamesonCourage" data-source="post: 5942612" data-attributes="member: 6668292"><p>Going to echo the concern that the mechanical abilities (impaling characters) may not match the other mechanics well (HP as it is currently described). I hope that when they're designing things, they make all the mechanics mesh well together, and that being skewered by a Large creature's claw (and held in place) meshes well with what HP represents.</p><p></p><p>To me, this is clearly not meshing well. I want the mechanics to define the fiction for me, and when they contradict each other, it bugs me. As it stands, the Large creature impales a Medium or Small creature, holding it in place unless it makes a Strength check. Hit points represent your ability to not get hit, and you don't necessarily take a physical wound until half hit points. You recover from all your wounds overnight (so the impaling cannot be bad) unless you're below 1 hit point, in which case it takes 2d6 hours (I think) plus overnight rest (so, the impaling still can't be that bad; I could grudgingly justify a flesh wound that's mostly just painful, but on "weak" or small characters, not as easily).</p><p></p><p>If the PCs aren't supposed to take grievous injuries (aside from death?), make sure that the mechanics reflect that. Don't "impale" a halfling on the claw of a Large creature mechanically if other mechanics contradict that interpretation. In all the HP debates, cries of "it's a corner case" get thrown around a lot; well, here's an instance where the HP/damage mechanics bug me. They're not working in concert, they're fighting each other.</p><p></p><p>I know it's just an example, and I hope that it's just quick and sloppy design (like armor math in the playtest). We'll see how other monsters work out when they start to focus on them, and show us. As the first real example since the playtest opened, though, I'm not as happy as I could be. As always, play what you like <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5942612, member: 6668292"] Going to echo the concern that the mechanical abilities (impaling characters) may not match the other mechanics well (HP as it is currently described). I hope that when they're designing things, they make all the mechanics mesh well together, and that being skewered by a Large creature's claw (and held in place) meshes well with what HP represents. To me, this is clearly not meshing well. I want the mechanics to define the fiction for me, and when they contradict each other, it bugs me. As it stands, the Large creature impales a Medium or Small creature, holding it in place unless it makes a Strength check. Hit points represent your ability to not get hit, and you don't necessarily take a physical wound until half hit points. You recover from all your wounds overnight (so the impaling cannot be bad) unless you're below 1 hit point, in which case it takes 2d6 hours (I think) plus overnight rest (so, the impaling still can't be that bad; I could grudgingly justify a flesh wound that's mostly just painful, but on "weak" or small characters, not as easily). If the PCs aren't supposed to take grievous injuries (aside from death?), make sure that the mechanics reflect that. Don't "impale" a halfling on the claw of a Large creature mechanically if other mechanics contradict that interpretation. In all the HP debates, cries of "it's a corner case" get thrown around a lot; well, here's an instance where the HP/damage mechanics bug me. They're not working in concert, they're fighting each other. I know it's just an example, and I hope that it's just quick and sloppy design (like armor math in the playtest). We'll see how other monsters work out when they start to focus on them, and show us. As the first real example since the playtest opened, though, I'm not as happy as I could be. As always, play what you like :) [/QUOTE]
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