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suggestion on monster stats
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<blockquote data-quote="evilbob" data-source="post: 5273778" data-attributes="member: 9789"><p>Just like all DMs are free to use whatever rules they wish when running games, please feel free to take or ignore this suggestion as you see fit. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I had an idea about how to run monster stats and I was going to use it in my first game, but I figured I'd share with everyone first. The rule would be:</p><p></p><p></p><p>- When enemies are first encountered, the DM will automatically make an appropriate knowledge check on behalf of the PCs for each enemy type. This is done using the highest level appropriate skill for the group, with a +2 bonus for every other PC with training in that skill. Monster information is revealed based on the check.</p><p></p><p></p><p>Example:</p><p>For example, if the group encounters some human bandits and some kobold slingers (randomly of course), the DM would find the highest nature skill in the group and make one roll for the bandits and one for the slingers. The roll would get a +2 bonus for any other PCs who also are trained in nature. So if one PC had a nature of +7 and two other PCs were trained in nature, that would be a roll of +11 for each monster type.</p><p></p><p>Once that is done, the DM would fill in monster stats as appropriate for the knowledge gained. So, the group may immediately discover all defenses and any resistances and even a few other things, or they may get nothing other than "it's a humanoid creature".</p><p></p><p></p><p>Reasoning:</p><p>No one uses these skills right now! Not only would this reward players who bothered to train knowledge skills (yay!) or who have items that specifically boost monster knowledge checks, but it would be a great way to semi-randomly assist the PCs in discovering monster defenses. Plus, as it uses the entire groups' abilities, no one gets left out for not having the highest skill score: as long as they are trained, they are helping. And finally, it puts more of a burden on the DM, but at least that keeps the game moving and players don't have to remember it each time.</p><p></p><p></p><p>Issues:</p><p>Obviously, if you just post monster stat blocks: this isn't for you. However, even if you love the idea of the PCs slowly discovering defenses, there are still more things you could reveal to the PCs based on their knowledge checks.</p><p></p><p>Also, be sure to check the errata for all the latest changes to how knowledge checks on monsters work. <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /></p><p></p><p></p><p>Open to ideas, thoughts!</p></blockquote><p></p>
[QUOTE="evilbob, post: 5273778, member: 9789"] Just like all DMs are free to use whatever rules they wish when running games, please feel free to take or ignore this suggestion as you see fit. :) I had an idea about how to run monster stats and I was going to use it in my first game, but I figured I'd share with everyone first. The rule would be: - When enemies are first encountered, the DM will automatically make an appropriate knowledge check on behalf of the PCs for each enemy type. This is done using the highest level appropriate skill for the group, with a +2 bonus for every other PC with training in that skill. Monster information is revealed based on the check. Example: For example, if the group encounters some human bandits and some kobold slingers (randomly of course), the DM would find the highest nature skill in the group and make one roll for the bandits and one for the slingers. The roll would get a +2 bonus for any other PCs who also are trained in nature. So if one PC had a nature of +7 and two other PCs were trained in nature, that would be a roll of +11 for each monster type. Once that is done, the DM would fill in monster stats as appropriate for the knowledge gained. So, the group may immediately discover all defenses and any resistances and even a few other things, or they may get nothing other than "it's a humanoid creature". Reasoning: No one uses these skills right now! Not only would this reward players who bothered to train knowledge skills (yay!) or who have items that specifically boost monster knowledge checks, but it would be a great way to semi-randomly assist the PCs in discovering monster defenses. Plus, as it uses the entire groups' abilities, no one gets left out for not having the highest skill score: as long as they are trained, they are helping. And finally, it puts more of a burden on the DM, but at least that keeps the game moving and players don't have to remember it each time. Issues: Obviously, if you just post monster stat blocks: this isn't for you. However, even if you love the idea of the PCs slowly discovering defenses, there are still more things you could reveal to the PCs based on their knowledge checks. Also, be sure to check the errata for all the latest changes to how knowledge checks on monsters work. :hmm: Open to ideas, thoughts! [/QUOTE]
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