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General Tabletop Discussion
*Dungeons & Dragons
07/08/2013 - Legends & Lore Monsters and the World of D&D
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<blockquote data-quote="howandwhy99" data-source="post: 6154569" data-attributes="member: 3192"><p>Some of the longer entries are really great, full of detail on what makes Ettercaps unique. I advocate for including juicy elements like: climate, environment, diet, activity cycle, common lairs, procreation, lifespan, organization (size, design, roles, authority, etc.), combat defense and tactics, physiology, economy, racial relations, goods and services, magical tradition(s), deities and worship, demographics, territory claimed/ranged, fortifications built if applicable, alignment, ability score spans and ratios, saving throw breakdown, hit dice breakdown, and so on.</p><p></p><p>The biggest issue though is the possibility of published material becoming "branded" into canon. The last thing we need is every monster worked up as "the correct" Ettercap for the game. These should be suggestions malleable before play for a DM. </p><p></p><p>My suggestion is give a few key monsters a full work up and then bits and pieces of others. Then some could even be largely blank monsters with only the cool inspiring bits put to text. </p><p></p><p>Humans, of course, are by far the biggest concern here and the largest workup of any monsters. Not only are they the most diverse and complicated, but most easily recognizable to the players. The whole of the PC classes make up only a portion of their entry alone. </p><p></p><p>What I would do is provide a single cultural example for humans, which can than be altered or expanded upon by DMs. I think the Magical Medieval Society provide a decent starting point. As with any monster book, so much of what is included is really defining the setting. Letting players and DMs know they are in charge of their own custom settings is paramount to providing usable material.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6154569, member: 3192"] Some of the longer entries are really great, full of detail on what makes Ettercaps unique. I advocate for including juicy elements like: climate, environment, diet, activity cycle, common lairs, procreation, lifespan, organization (size, design, roles, authority, etc.), combat defense and tactics, physiology, economy, racial relations, goods and services, magical tradition(s), deities and worship, demographics, territory claimed/ranged, fortifications built if applicable, alignment, ability score spans and ratios, saving throw breakdown, hit dice breakdown, and so on. The biggest issue though is the possibility of published material becoming "branded" into canon. The last thing we need is every monster worked up as "the correct" Ettercap for the game. These should be suggestions malleable before play for a DM. My suggestion is give a few key monsters a full work up and then bits and pieces of others. Then some could even be largely blank monsters with only the cool inspiring bits put to text. Humans, of course, are by far the biggest concern here and the largest workup of any monsters. Not only are they the most diverse and complicated, but most easily recognizable to the players. The whole of the PC classes make up only a portion of their entry alone. What I would do is provide a single cultural example for humans, which can than be altered or expanded upon by DMs. I think the Magical Medieval Society provide a decent starting point. As with any monster book, so much of what is included is really defining the setting. Letting players and DMs know they are in charge of their own custom settings is paramount to providing usable material. [/QUOTE]
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07/08/2013 - Legends & Lore Monsters and the World of D&D
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