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Am I the only one who doesn't like the D&D Vampire? (Pointless rant, I suppose)
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<blockquote data-quote="SableWyvern" data-source="post: 257687" data-attributes="member: 1008"><p>I think the problem here is with the efficacy of the TSR marketing department. I was DMing for 10 years before I bought my first book of monsters (ICE's Creatures and Treasures).</p><p></p><p>IMO, the Monster Manual, and the equivalents for other game systems, are for lazy DMs (and note that I own the MM, and am pulling most of the monsters for my current campaign out of it; I have become lazy).</p><p></p><p>Books full of monsters, Vampires or otherwise, are not core rulebooks. They are crutches. Make your own critters. Use PC race antagonists. Apply the bigger-picture affects of vampire abilities in your campaign, or, if you don't like them, alter what's written.</p><p></p><p>The Monster Manual is just an adventure module without a plot. It has no import beyond that. Treat it as such, and change what doesn't suit your campaign. Don't give it the same respect that you do the PHB or the DMG.</p><p></p><p>The D&D vampire is perfectly reasonable. But, it is based on a widespread and varied myth, open to huge interpretation. No matter what WotC did, it was never going fit the archetype, because there is none.</p><p></p><p></p><p>Flame Away. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="SableWyvern, post: 257687, member: 1008"] I think the problem here is with the efficacy of the TSR marketing department. I was DMing for 10 years before I bought my first book of monsters (ICE's Creatures and Treasures). IMO, the Monster Manual, and the equivalents for other game systems, are for lazy DMs (and note that I own the MM, and am pulling most of the monsters for my current campaign out of it; I have become lazy). Books full of monsters, Vampires or otherwise, are not core rulebooks. They are crutches. Make your own critters. Use PC race antagonists. Apply the bigger-picture affects of vampire abilities in your campaign, or, if you don't like them, alter what's written. The Monster Manual is just an adventure module without a plot. It has no import beyond that. Treat it as such, and change what doesn't suit your campaign. Don't give it the same respect that you do the PHB or the DMG. The D&D vampire is perfectly reasonable. But, it is based on a widespread and varied myth, open to huge interpretation. No matter what WotC did, it was never going fit the archetype, because there is none. Flame Away. :) [/QUOTE]
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Am I the only one who doesn't like the D&D Vampire? (Pointless rant, I suppose)
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