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D&D 4E Thing I thought 4e did better: Monsters

CapnZapp

Legend
While I think 5e on the whole is a lot better than 4e, it is somewhat lacking in the monster department. There are three main things I think 4e did better with monsters:

1. Ramping up humanoids.
2. Variety in monsters.
3. Monsters that do cool stuff.
Agree on all counts.

The most important thing WotC needs to change is the notion that 2 HD humanoids cut it at mid-levels. I like bounded accuracy, but let's dump the blind belief in it.

We need CR 5 - 10 versions of bugbears and grimlocks and shield dwarves that aren't NPCs but distinct "high level" versions of bugbears and grimlocks and shield dwarves.

That is, they shouldn't aim for "bugbear rogue" or "grimlock warlock" so much as distinct high level bugbears and grimlocks.

If I want to apply class levels to a bugbear, I can do that myself. (Or, more likely, I'll simply reuse the Assassin NPC). What I want is a cooler meaner bugbear that does more unique stuff.
 
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dave2008

Legend
Thanks for the reply.

The first sentence of (2) seems almost self-evidently true.
I would hope so, but in my experience it is the biggest factor in an interesting monster.

I tend to feel that this second way is less common if the mechanics are well designed, unless the GM's framing of the encounter is really terrible. Because if the stakes are at least "Can we (the PCs) survive this?", and the mechanics pose an interesting challenge to survival, that can often be enough to generate at least a modicum of interest.

I disagree. A DM doesn't have to be terrible or the encounter design terrible to run a monster poorly. Personally I think this is the much bigger issue than what is actually in the stat block.

The last clause of (2) is more intriguing (to me at least). I'm not 100% sure what you would count as a "creative use". Or "simple monster", for that matter. I'm not sure if you count gelatinous cubes as simple monsters, but I remember running a 4e encounter with gelatinous cubes which was interesting because there were holes in the floor that the PCs were in danger of falling down if they wanted to avoid the cubes, but the cubes could just manoeuvre over because of their large, amoeboid bodies.

If my understandings of what you had in mind in that last clause are completely off base, tell me!

That is basically the idea. A simple one attack only monster can make a very interesting encounter if you make it come alive with tatics, equipment, terrain, etc. Make it living breathing creature - not just a speed bump.

(1) is something I generally do in 4e when preparing solo monsters (especially to ensure adequte action economy even if the party pulls out its big stuns and dominates), and when turning something from a standard to an elite; but most published standards and elites I run as published (except for MM3-ing damage for pre-MM3 monsters).

Yes, solo's were an issue. In 4e I generally upped the damage (more than MM3, per the blog DMG 42 guidelines), removed ongoing damage (It was to much for me to track generally and it just wasn't fun - though I like it conceptually), added attacks or defenses I deemed necessary. For solos I made sure there was a method to attack at range and mitigate ranged attacks, deal with stun & dominate, and I kept the hit point and twohit distinction of MM1 monsters

I think the 4e Ancient Red Dragon would be a reasonable start for Smaug. It's got quite a bit of overlap with your Ancient Red that you linked to.

It is a start, but Smaug is much stronger than a D&D ancient red, or you would need to lower the abilities of PCs (level 10 cap maybe)

I'm not sure about spells - I tend not to like draconic spellcasters (except for Oriental Dragons, whom I tend to see more as natural magicians, connected to their ability to take human form and their place in the spirit hierarchy). The resistance to non-magic weapons I can see (and didn't 3E have this), though personally I'd rather handle their inability to be killed by an army of archers by way of narrative fiat (ie my "method one" in my post upthread) - I'm not sure I want to say that a PC archer can't take down Smaug just because s/he lacks a magic arrow.

If your trying to model smaug, then I think you need to go the magic arrow route; or, in 4e and 5e I am using AC as damage reduction and this really takes care of this issue. With DR of 22 most simple soldiers can't get through the dragons armor.

One thing I don't really like about D&D dragons is frightful presence - although it now has legacy status, I think it's origin is as a placeholder for a simple morale check based on the fact that - for ordinary soldiers - this things is unbeatable. I don't really think a dragon should have (or need) a magical ability to break morale.

Yes, I agree with you on this one.
 

Argyle King

Legend
At the risk of sounding negative, I'd venture to say that I likely wouldn't use any of the editions of D&D that I'm familiar with if I wanted to run a game based around simulating Smaug, battles involving armies, or various other things I've read. I feel that I'd be better off using a different game.

When it comes to playing out Tolkien's stories, I am not claiming that it cannot be done. I am not claiming it should not be done. Coincidentally, I've recently had a discussion with friends about running a campaign which will be a blatant ripoff of The Hobbit. The main story will be basically the same, but with the PC party taking the place of the dwarves. They won't be required to be dwarves. I'm simply using the baseline idea that they're a group seeking to claim a hoard from a dragon in a mountain. So, it can be done.

While it can be done, I'll be doing it while acknowledging that the way D&D works will change how the story plays out in some ways. How D&D handles armor and HP will influence the fiction. I expect that the far easier acquisition of magic will influence the fiction. ...the point is that, while I'm planning to run the same story concept, I expect that D&D's mechanics and it's own baked in assumptions will change the story. I think this is true with any rpg system trying to simulate or emulate other forms of media. In the case of D&D, I imagine I'll be satisfied with trying to emulate The Hobbit and take some inspiration from it, but I feel that I'd be disappointed if I tried to more closely simulate it.

I also feel that D&D has evolved into its own unique genre of fantasy. D&D contains it's own fiction, history, tropes, and genre expectations. While each edition has changed, most of them shared a similar enough soul that they could still be seen as being part of that same genre. I think that's where 4E sometimes caused heartache. I cannot claim to speak for others, but I can relate my experience in hopes of clarifying my earlier statements.

After an advertising campaign which repeatedly said "ze game will remain ze same", I found that -for me- that was not true. I was using books that said D&D on the cover, but it really seemed as though I was struggling to use D&D to tell D&D stories. Perhaps my own failings as a DM are to blame, but I really struggled to run 4E in the beginning. The mechanical tools for encounter building were great, but how I thought things would play out were vastly different from how they actually did play out. I had a hard time with that. I imagine that Dragonlance would have been a very different set of novels had they been written with 4E mechanics in mind.

Even more odd was that I read the 4E books, noticed that 4E seemed to be telling a different story with different ideas. In my head, I really started to like that different story. I was completely fine with cutting away from some of the old ideas because I thought the new ones were cool and inspiring. However, it then seemed that I still struggled with trying to tell those stories in actual play. I came to accept that 4E was different enough from previous editions that I needed to tell different stories. What was hard to wrap my head around was that I was struggling to tell 4E stories using 4E. Eventually, I had success with 4E, but my success came from largely ignoring the 'official' material both in how I approached the fluff and in how I approached making changes to the crunch.

None of this is meant to suggest that 4E is a bad game. It's simply an illustration of why some of my opinions are what they are and an illustration of my experiences. I suppose it also leads into my next thought.

While there were many things that I disliked about 4E, there were things I liked about it too. The things that I liked about it were things that it did well enough that I couldn't unsee those improvements when I tried to go back to 3E. If I look at 4E as a whole and do some kind of mental averaging of what what I liked and what I didn't, I think that maybe 4E ranks higher for me than 5E currently does.

I feel like 5E does a lot of things in a manner that I feel they're ok, and while there aren't many things about 5E that I despise, there's not really anything about 5E which I feel is great or fantastic either. I'll sit down and play the game. I'll likely have an ok time playing it. But I'm not enthusiastic about. Mechanically, it does everything in a way that's just sorta middle of the road when compared to what I want. Fluffwise, while I think some changes are neat (I kinda like Gnolls from Volo's), I feel like I already own a lot the material. I did purchase Volo's, but I find that I'll likely just use the info when running a game using a different system.

While I may have strongly disliked parts of 4E, the parts that I really liked were good enough that they were inspiring. For good or ill, 4E provoked some kind of emotion from me. That's something that I feel it did better than 5E. I wanted to talk about 4E. I wanted to discuss and dissect it. I don't feel particularly motivated by 5E.
 

Sacrosanct

Legend
You don't think this is just a bit condescending?

It wasn't meant to be. It was meant to be an observation of what's actually happening. We've had TONS of arguments over the years (most recently a thread here from a week or so ago that I'm aware of) where people either outright say, or heavily infer, that unless an ability is in the statblock, then that monster can't do anything else. People have described their gameplay more akin to a boardgame, where all the flavor text and lore about the monster is ignored (as well as attributes unless it involves a save somewhere) because of statements like "monster X is boring because they don't do anything but attack." INT and WIS scores are there for more than just saves. They tell you the intellectual capacity of said monster, which tells you how they would react in the game world. All that flavor text is just as important. In the example earlier in this thread, the kobold flavor text tells you that they are experts at trap making. So when ehren says that kobolds using deadly traps is just the DM out to get the players, that's actively against what the book actually says.

Several times over the past week or so I've seen this idea of "encounters thst should be automatically won". I'm not sure where it comes from

AEDU discussions. I find your claim that you don't know where it's coming from to be a bit unbelievable, to be honest, because I know you're a very active and long time poster, so I know you've seen them. The whole basis of AEDU is built around "you'll have X encounters per day, where you'll spend Y amount of resources on each one", which has resulted in a de facto expectation from players that they call beat every encounter because they know and/or expect how many resources will be spent. I can't go pull up the quotes, but we have had people literally say that if the encounter isn't built for the PCs to win, then that's bad DMing and "out to get the PCs" because the rules say how each encounter should be balanced.

And my point to that which you quoted, was no wonder why someone thinks it will result in a TPK if the players always expect to win due to metagaming if the DM actually plays the monsters like Tucker's Kobolds. Players don't have that same sense of risk if they assume there is no real risk of their PCs dying because of that metagaming balance knowledge. Its why we have people like ehren saying that if a group of kobolds set traps that result in PCs dying or suffering, it's bad DMing rather than how the game actually should work (role playing the monsters to their ability).

I don't think that makes me some sort of bad roleplayer!

Who has made that accusation? No one has called another person a bad roleplayer. I've only inferred that if you do play reckless like that and run into a situation like Tucker's Kobolds, don't blame the DM for playing them as they would normally act and don't blame the game, because it's you who made the choice to act recklessly. Nothing in that statement implies you're a bad role player. the only way you could be a bad role player is if you didn't role play at all in a role playing game because it defeats the purpose.

You like to quote Gygax, then I'm sure you're also aware in the DMG of him saying that if PCs die because of their own poor choices, then too bad for them.

Role playing isn't 'hamming it up'. That's acting. Role playing the bad guys to me involves having them make decisions in(and out) of combat that further their goals.
Whether they be zombies who's main interest is bringing their foes to the ground and eating away, the momma bear who's primary interest is protecting her young, or the Elite Gaurds protecting their Death Knight lord.
The NPCs are not limited by their stat block. They are limited by DMs that only use the stat block and treat the NPCs as 'mobs' as opposed to beings with goals.


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This. So much this.
 

Coffinthrower

First Post
I like for monsters to have at least one unique active or passive ability. I often pull abilities from 4e, 13th Age and two 3rd ed template books. Some things I do...
1. passive- auras or abilities triggering when advantage is given to creature
2. active - activated when monster hits opponent by more than 5
2. add a special ability based on players having a critical failure (dont put a whole lot of thought into this as it may not come into play, but usually a knockdown, grapple, or advantage on player who gaffed)

Would be all over a 5e powers/templates book for customizing critters.
 

I think the mechanics are a device for determining the content of the fiction when the actions (in a sufficiently broad sense) of the GM's characters would push it one way (eg the dragon would eat the dwarves), the actions (again, in a sufficiently broad sense) of the players' characters would push it another way (eg the dwarves stand against and defeat the dragon), and the rules don't give one participant in the game licence to override the other.
It's not the mechanics or the rules that stop that. If, as the DM, I want to have Grey Boxed Text or a narrative cutscene where the dragon chows down on the PCs then I can. The rules don't stop that.
What actually stops that is the social contract between the Dungeon Master and the players. The DM agrees to play fair and abide by both the spirit and let of the rules and not be a tool monkey, and the players agree

Examples of override permissions that make mechanics unnecessary: in most RPGs the player can decide what colour his/her PC is, what his/her name is, and some info about the PC's family. No rolls necessary.
Which are curious examples, since most have no impact on the game. I've never see eye colour matter at the table.

Examples of mechanics because there is no general override permission: in classic D&D, the GM is generally not just allowed to fiat up dungeon encounters, but should either have placed them in advance (therefore making them discoverable by the players) or determined them via wandering monster rolls. There are edge cases here - eg what to do if the PCs go into a part of the dungeon not yet written up - and discussion on how to handle those edge cases without violating the basic tenets of play was a major topic of discuss around 35 to 40 years ago.
...
The best example you can come up with is a play style that fell out of vogue before a majority of players were born or playing the game?

I've chosen these examples, rather than more traditional ones (eg combat to hit rolls) because they make it clearer why I think (i) mechanics aren't a crutch, and (ii) I think that mechanics aren't, per se, linked to tension/drama. They're linked to decision-making about the content of the shared fiction.
I don't think mechanics are linked to the decision making. The decisions are made at a level above the mechanics. The mechanics are there to determine the outcome and success or failure of those decisions. The mechanics provide the resolution for any situation where there is not a 100% chance of success.

Well... that said, in a crunchy RPG like D&D the mechanics can influence the decisions. System mastery means you can weigh the odds of success via different mechanics. However, even when you don't possess system mastery, you're still playing. New players, who don't know the rules and cannot make mechanically informed decisions, are very much still playing the game.

(Btw, this isn't my original theory or anything. I'm basically parrotting Vincent Baker.)
Okay.
Can you provide a link to a blog or article written by him on the subject. I'd like to read this in his own words.

This doesn't seem very apropos of my post.

Yes, boring games are boring. But let's assume for the sake of discussion that someone wants to use a dragon in a non-boring game. If the fiction is to live up to the genre tropes, that dragon should be able to break armies and breathe fire. How do you propose this should be handled? Most FRPGs handle the fire-breathing, at lesat, via mechanics; and many also want to handle the breaking of armies that way, too, although - depending a bit on broader context (of the game system, of the particular table) I think that is a better candidate to be handled simply by the GM exercising his/her authority to establish backstory without contest from the players.
Castle Ravenloft exists because Tracey Hickman played in a game where they met a vampire in a dungeon that was just a random encounter. They entered the room, the vampire was there, and they killed it. It was nothing special. He felt that was a waste of the potential of vampires and created Castle Ravenloft for his players as a showcase for what vampires should be.
Initially the vampire was mechanically identical. Strahd didn't need to be a spellcaster. The story and the context made him special. Not the mechanics.

Depending on the game system, a dragon might have mechanics that distinguish it from other monsters, allowing it to breathe fire or break up armies, or the like. Or it might have identical mechanics to other adversaries and the flavour of the application of damage or stress is what makes it breathe fire.
 
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pemerton

Legend
I'd venture to say that I likely wouldn't use any of the editions of D&D that I'm familiar with if I wanted to run a game based around simulating Smaug, battles involving armies, or various other things I've read. I feel that I'd be better off using a different game.

When it comes to playing out Tolkien's stories, I am not claiming that it cannot be done. I am not claiming it should not be done. Coincidentally, I've recently had a discussion with friends about running a campaign which will be a blatant ripoff of The Hobbit. The main story will be basically the same, but with the PC party taking the place of the dwarves. They won't be required to be dwarves. I'm simply using the baseline idea that they're a group seeking to claim a hoard from a dragon in a mountain. So, it can be done.

While it can be done, I'll be doing it while acknowledging that the way D&D works will change how the story plays out in some ways. How D&D handles armor and HP will influence the fiction. I expect that the far easier acquisition of magic will influence the fiction. ...the point is that, while I'm planning to run the same story concept, I expect that D&D's mechanics and it's own baked in assumptions will change the story.
Smaug is much stronger than a D&D ancient red, or you would need to lower the abilities of PCs (level 10 cap maybe)
For some of the reasons Johnny3D3D gives, I'm not sure that D&D is the best for emulating Middle Earth. I don't think the AC/hp system is the issue - I actually feel that's quite good for emulating JRRT's fights. But the way magic is handled is not a good fit.

If I was going to try it, I think I would use 4e, confined to Heroic tier (when Middle-Earth PCs reach Paragon tier - King Under the Mountain, King Returned to Gondor, Mayor of the Shire, etc - their adventures are largely over) and with martial-only classes. Perhaps paladins also, treated as warlord variants - and paladin or cleric multi-class would be OK.

Then, Ritual Casting would be a permissible feat but (a bit like Dark Sun) the ritual list would have to be somewhat ruthlessly pruned.

I think that would not do too bad a job.
 

pemerton

Legend
Depending on the game system, a dragon might have mechanics that distinguish it from other monsters, allowing it to breathe fire or break up armies, or the like. Or it might have identical mechanics to other adversaries and the flavour of the application of damage or stress is what makes it breathe fire.
The most simple FRPG I know, as far as combat resolution is concerned, is T&T: combat is just opposed dice pools with the losing side suffering the difference in the two pools as damage.

But even T&T adopted some special rules for magical and AoE attacks, to try and capture the fact that people on the winning side might still have been blasted by the magic missile or fireball or whatever.

And T&T also gives dragons a much bigger dice pool than giant rats - a non-trivial mechanical difference!

I'm not 100% sure what you mean by "the flavour of the application or damage or stress". Do you mean that we note that the victims were burned, and factor that into subsequent framing? - eg, if the damge is fire damage done to the ship then action declarations about sailing the ship, or even patching it up, become impermissible because the nature of the damage means its been burned to the waterline. That would fall within the scope of what I had in mind by mechanics - the stipulation of the damage as "fire damage" constrains the content of the unfolding fiction.

If, as the DM, I want to have Grey Boxed Text or a narrative cutscene where the dragon chows down on the PCs then I can. The rules don't stop that.
What actually stops that is the social contract between the Dungeon Master and the players.
Are you making a claim about D&D as you play it, D&D in general, or RPGing in general?

I'm sure your description of your own play is accurate.

I don't think your description of D&D in general is accurate - the rules of AD&D, for instance, don't allow a GM to simply narrate a cutscene where a dragon eats a PC. That would be breaking the rules. Likewise the AD&D rules allow a GM to disregard a wandering monster roll, and also to make additional roles based on extra noise being made by the PCs; but I don't think that they allow a GM to stipulate that a wandering monster die comes up a 6.

And there are many RPGs which have rules that exercise much greater constraint on the GM than does AD&D. (Social contract is what stops a GM breaking those rules, just as it does in any other game - eg chess, Monopoly, hopscotch, etc.)

The best example you can come up with is a play style that fell out of vogue before a majority of players were born or playing the game?
I chose an example that I think is fairly clear, and shows mechanics doing something different from what you said they are for. Because (I think) you subscribe to the view that the GM is under no rules constraints, giving example of a more contemporary sort naturally becomes more contentious.

But I can give an example from my own play, if you like: if a player makes a to hit roll for his/her PC, I'm not at liberty to disregard it. And vice versa when I make a to hit roll for the NPCs I control as GM. And the function of these rolls is not to introduce drama - it's to determine the outcome of the dramatic situation (which was dramatic because of what was at stake, which is not a mechanical state of affairs but rather an emergent and relational property of the fictional state of affairs).

The mechanics provide the resolution for any situation where there is not a 100% chance of success.
Not all mechanics are about success/failure. Consider, for instance, rolls to determine content introduction: in clasic D&D this tended to be wandering monster rolls, number appearing, treasure rolls, etc; in modern D&D this is more likely to be something like, "OK, so you guys are looking for a sage in the village - there's a 20% chance you find one."

And "not a 100% chance of success" is ambiguous, because we're talking here about fiction (which is ipso facto authored), not reality (which unfolds through its own causal processes). Do you mean is, from the point of view of the fiction, not guaranteed to succeed? Or do you mean is, from the point of view of authorship, not something in respect of which the GM is inclined just to let the players get what they want? A lot of people tend to use the phrase as if the first meaning is intended - but this doesn't generalise across the D&D mechanics. For instance, casting most spells requires speaking, and no act of speech has a 100% chance of success - one might always sneeze, or cough, or hiccup, or get a dry throat, or have laryngitis, etc. But except in quite atypical circumstances, D&D allows player stipulations that a PC speaks the words of a spell to become true in the fiction without regard to these in-fiction possibilities of failure. Likewise, generally, for movement - PCs never trip up on their own shoelaces or sprain their ankles just from jogging across the battlefield.

Vincent Baker is one of the earliest clear proponents of the motto "say 'yes' or roll the dice". This motto brings out clearly the two possible meanings (ingame and meta-game) of "not a 100% chance of success". What Baker means by the motto is that, if the players want their PCs to do or achieve something, then either (i) it happens, or else (ii) the GM sets a difficulty (in accordance with whatever procedures the games specifies) and the players make a check. The GM chooses (i) if nothing of dramatic significance turns on the PC doing or achieving the thing in question. The GM chooses (ii) if something of dramatic significance does turn on the PC doing or achieving the thing in question. The GM might choose (i) even if, in the fiction, the thing is very hard or complicated, but does not give rise to dramatic stakes. (Eg the situation is building up to a dramatic confrontation between the PC and his/her nemesis, and the PC is constructing some defences or casting some illusions.) The GM might choose (ii) even if, in the fiction, the thing is very simple. (Eg the situation is that the PC is preparing a meal for a guest, and wants to make a good impression.)

D&D - with the partial exception of 4e - tends not to use this sort of "say 'yes' or roll the dice" approach. Rather, the rules stipulate when dice are to be rolled and when not (so the rules mandate "saying 'yes'" to most spell casting, even if the possibility of failure would be dramatically engaging; and the rules mandate "roll the dice" for most attacks, attempts to find secret doors, and the like, even if there are no dramatic stakes - hence D&D adventure building guidelines are full of advice on what to do if these sorts of checks are failed).

These rules mandates can create the illusion that "roll the dice" corresponds to "has an in-fiction chance of failure", but - as the spell-casting and jogging examples show, this is an illusion. The only FRPGs I'm familiar with that aspire to every roll of the dice corresponding precisely to the in-fiction chance of failure are Rolemaster and Runequest, and even they don't quite get there.

Can you provide a link to a blog or article written by him on the subject. I'd like to read this in his own words.
Here's some. Not very far down is the heading "Roleplaying's Fundamental Act", which is one of the things I have in mind.

Castle Ravenloft exists because Tracey Hickman played in a game where they met a vampire in a dungeon that was just a random encounter. They entered the room, the vampire was there, and they killed it. It was nothing special. He felt that was a waste of the potential of vampires and created Castle Ravenloft for his players as a showcase for what vampires should be.
Initially the vampire was mechanically identical. Strahd didn't need to be a spellcaster. The story and the context made him special. Not the mechanics.
I'm familiar with this story. It's an example of differences of dramatic significance to a confronation (none vs some). Assuming that the GM is accepted as having authority to establish campaign backstory, it doesn't involve mechanics at all.

Here's when mechanics come in: do the PCs get eaten by Strahd, or do they defeat him? This is a question about the (evolving, unfolding) content of the shared fiction. How do we decide? Generally, most GMs aren't just goig to "say 'yes'" to a PC narration along the lines of "OK, we put one our cult robes, sneak into Strahd's organ room and stake him!" Generally, most players will revolt if the GM just says "OK, Strahd uses his bat and wolf spies to find your camp, flies over and drains all of you dry while you're sleeping."

Hence, we break out the d20s. The mechanics aren't "a crutch to add tension and drama when there's nothing else more interesting going on in the campaign" (I'm quoting you from post 94). They're a device to find out what happens in the fiction - does Strahd get staked, or do the PCs get drained? So far from being irrelevant to real drama, they are crucial to its resolution. I think a "say 'yes' or roll the dice" approach tends to maximise this correlation of mechanics and resolution of drama - because that is the entire logic of such an approach - but it should roughly be the case in D&D as well. (There are exceptions, like "die, no save" effects, which are widely regarded as degenerate - but not too may except perhaps in 3E.)

(That said: there's an approach to RPGing that seems fairly popular, athough I'm personally not a big fan. Among D&D players it has its origins more-or-less in the 2nd ed era. In this approach, the GM has already decided what the outcome in the fiction will be - eg that Strahd will get staked - and the mechanics are just used as a device to add a bit of colour and fill in a bit of time on the way to that outcome. In terms of Baker's analysis, the GM has all the authority over the stuff in the fiction that anyone cares about, but the mechanics are used as a type of smoke-screen to conceal this - hence this is sometimes called "illusionistic" RPGing.)
 
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dave2008

Legend
For some of the reasons Johnny3D3D gives, I'm not sure that D&D is the best for emulating Middle Earth. I don't think the AC/hp system is the issue - I actually feel that's quite good for emulating JRRT's fights. But the way magic is handled is not a good fit.

If I was going to try it, I think I would use 4e, confined to Heroic tier (when Middle-Earth PCs reach Paragon tier - King Under the Mountain, King Returned to Gondor, Mayor of the Shire, etc - their adventures are largely over) and with martial-only classes. Perhaps paladins also, treated as warlord variants - and paladin or cleric multi-class would be OK.

Then, Ritual Casting would be a permissible feat but (a bit like Dark Sun) the ritual list would have to be somewhat ruthlessly pruned.

I think that would not do too bad a job.

I agree that would be the better approach. Though I don't think it would need to be limited to 4e, the same basic approach works for 5e too.
 

pemerton

Legend
people either outright say, or heavily infer, that unless an ability is in the statblock, then that monster can't do anything else.
I know a lot of people who criticised 4e's MM made this assumption - they got angry that, in 4e, devils couldn't animate dead - and their argument for this was that the ability to animate dead was not in the stat-block.

I think those people were wrong - a 4e stat-block is not a "total picture" of a monster and its capabilities, any more than a PC sheet in that game is a "total picture" of a character and his/her capabiltiies - but that might be a discussion for another day.

People have described their gameplay more akin to a boardgame, where all the flavor text and lore about the monster is ignored (as well as attributes unless it involves a save somewhere) because of statements like "monster X is boring because they don't do anything but attack." INT and WIS scores are there for more than just saves. They tell you the intellectual capacity of said monster, which tells you how they would react in the game world. All that flavor text is just as important.
I very rarely see anyone compare his/her own game to a boardgame. It's almost always a comparison I see made by others criticising those games (as you are doing here).

It's fine to prefer one's own game to others who are playing differently, but if you want to understand what those others are talking about you're going to have to go beyond pejorative labels.

If someone says, for instance, that monster X (say, kobolds) is boring because just a bag of hit points, telling them to play Tucker's kobolds - and pointing to the kobold flavour text about trap-making - is probably not very helpful advice. If that person wanted to play Tucker's kobolds s/he probably could. But it seems more likely that s/he wants to play a game in which confrontations take place in a more forthright manner. Probably what s/he is looking for is a way to make kobolds play with some of the same sort of mechanically-expressed dynamism as (say) a battlemaster with his/her manoeuvres or a monk with his/her ki.

I mean, we don't need those abilities - we could, as classic D&D tended to, wrap it all up in hit points and simply narrate our PCs dodging, tripping, staggering etc as the enemy's hit points go down - but many people clearly find them fun. Presumably the person who complains about monsters as bags of hit points finds those sorts of things particularly fun, and wants more of them on the monster side of things.

So when ehren says that kobolds using deadly traps is just the DM out to get the players, that's actively against what the book actually says.

<snip>

we have people like ehren saying that if a group of kobolds set traps that result in PCs dying or suffering, it's bad DMing rather than how the game actually should work (role playing the monsters to their ability).
The fact that the MM mentions kobolds using traps doesn't tell us whether or not Tucker's kobolds is good GMing, or fair GMing. Consider this: the MM mentions other things, too, like Rakshasas ability to "take on any guise", and their 1x/day Dominate Person. A GM could easily look at this and decide that a Rakshasa imitates one of the PCs, thereby gets close to any or all of his/her (NPC) friends, loved ones, etc and has them kill themselves. Or, disguised as the PC, the Rakshasa could get the local banker, where the PC has his/her money stored, to hand it all over to the Rakshasa. Etc, etc. But this would not necessarily by good or fair GMing just because it is consistent with what the MM tells us about Rakshasas, and might be described as playing a Rakshasa to the best of its ability.

That's not to say that Tucker's kobolds were bad GMing - Roger Moore seems to have had fond memories of them. But one can't tell whether or not they were good GMing just by reading the MM flavour text. And, personally, I don't think Roger Moore's GMing advice that he derioves from them is very good advice.

The whole basis of AEDU is built around "you'll have X encounters per day, where you'll spend Y amount of resources on each one", which has resulted in a de facto expectation from players that they call beat every encounter because they know and/or expect how many resources will be spent.
There seems to be some edition-confusion here.

5e has a clear "encounters per day" expectation - 6 to 8, with 2 short rests - or else the mechanical balance between long-rest and short-rest based classes can get out of whack.

3E had a clear "encounters per day" expectation, though that had nothing to do with AEDU because (unlike 4e and 5e) it had no systematic distinction between short rest and long rest recharge. It nevertheless talks about "encounters per day" because hp and spells are recovered on a per-day basis.l

4e - the only edition which has an explicit AEDU structure - has no "encounters per day" expectation (there is discussion of encounters-per-adventure, eg on DMG p 104, but not of encounters per day). I think this is mostly becauase it doesn't need one, because the bulk of recoverable resources in 4e are on a "per encounter" rather than "per day" basis.

we have had people literally say that if the encounter isn't built for the PCs to win, then that's bad DMing and "out to get the PCs" because the rules say how each encounter should be balanced.
In my view, one of the biggest issues in D&D play is who gets to decide what encounters the PCs have.

In classic, Gygaxian D&D the answer has two parts. First, the players decide which placed encounters they meet, because they are the ones who explore the dungeon, gather intelligence, and plan their assaults. (The Tucker's kobolds story is about a group playing in this fashion.) Second, the GM rolls for wandering monsters - which are, in effect, encounters that the players can't control (except very indirectly, by reducing their time spent and hence the number of wandering monster rolls). However, with regard to this second category of encountrs, classic D&D has quite robust and elaborate evasion rules, which means that players can still avoid these encounters with a bit of luck and decent play.

In this sort of game, if the players decide to have their PCs assault a dungeon level or dungeon room which is on the tought side for them (eg they're 3rd level and the room has a couple of hill giants in it), well, that's on them. If the GM rolls up a tough wandering monster, well, that's a bit more tricky. Gygax has express advice about this - first, the bit I quoted upthread, about tailoring numbers to the strength of the party; and second, this discussion in the intro to his DMG (p 9):

[T]he rules call for wandering monsters, but these can be not only irritating - if not deadly - but the appearance of such can actually spoil a game by interfering with an orderly expedition. You have set up an area full of clever tricks and traps, populated it with well thought-out creature complexes, given clues about it to pique players’ interest, and the group has worked hard to supply themselves with everything by way of information and equipment they will need to face and overcome the imagined perils. They are gathered together and eager to spend an enjoyable evening playing their favorite game, with the expectation of going to a new, strange area and doing their best to triumph. They are willing to accept the hazards of the dice, be it loss of items, wounding, insanity, disease, death, as long as the process is exciting. But lo!, everytime you throw the ”monster die” a wandering nasty is indicated, and the party’s strength is spent trying to fight their way into the area. Spells expended, battered and wounded, the characters trek back to their base. Expectations have been dashed, and probably interest too, by random chance. Rather than spoil such an otherwise enjoyable time, omit the wandering monsters indicated by the die. No, don’t allow the party to kill them easily or escape unnaturally, for that goes contrary to the major precepts of the game. Wandering monsters, however, are included for two reasons . . . If a party deserves to have these beasties inflicted upon them, that is another matter, but in the example above it is assumed that they are doing everything possible to travel quickly and quietly to their planned destination. If your work as a DM has been sufficient, the players will have all they can handle upon arrival, so let them get there, give them a chance.​

In other words, Gygax was quite aware that when it is the GM who is framing the PCs into encounters, there is a possibility of imablance/unfairness. And he gave advice on how to deal with it: namely, avoid using the unfair/imbalanced encounter (but don't use it, then fudge it, as they would be contrary to the precepts of the game).

In contemporary D&D play it is much more common for the GM to be in charge of all encounter framing; and the modern game lacks the robust evasion rules of those earlier versions. In these circumstances, I think that Gygax's advice to GMs becomes all the more important.

no wonder why someone thinks it will result in a TPK if the players always expect to win due to metagaming if the DM actually plays the monsters like Tucker's Kobolds.

<snip>

You like to quote Gygax, then I'm sure you're also aware in the DMG of him saying that if PCs die because of their own poor choices, then too bad for them.
What counts as a poor choice? In Gygax's style of D&D, it is poor play to recklessly engage wandering monsters; to recklessly provoke wandering monster checks (eg by being needlessly noisy); and to enter placed encounters without properly scouting, scrying etc first.

What is poorplay in a contemporary game, where the GM chooses all of the encounters? In a recent thread (maybe this one?) [MENTION=6785785]hawkeyefan[/MENTION] talked about using encounters where the players are expected to have their PCs flee. I'm personally not sure about the point of such an encounter. It looks a bit railroad-y to me - the players' job becomes to guess what reaction the GM expects them to take to whatever it is they're confronted with. Whereas that was never the case in Gygaxian play.

Players don't have that same sense of risk if they assume there is no real risk of their PCs dying because of that metagaming balance knowledge.

<snip>

if you do play reckless like that and run into a situation like Tucker's Kobolds, don't blame the DM for playing them as they would normally act and don't blame the game, because it's you who made the choice to act recklessly.
It's a game, and a leisure activity. It's not unreasonable to expect the GM to play fairly. What counts as "fairly" is obviously variable from table-to-table.

But if I prefer Conan-esque play to Advanced Squad Leader, and the GM knows that, and then the GM hits me with Tucker's kobolds, I'm going to be irritated. And I will absolutely blame the GM, and justifiably so. There's a million-and-one contrivances in the game that make it work as a game. The millionth-and-first, especially if it's the one I care about, isn't going to be a problem. (The millionth-and-second, wherein a Rakshasa - offscreen - doesn't pretend to be my PC and kill all my PC's friends and family and steal all my PC's stashed loot, will be fine by me too.)
 

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