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Community
General Tabletop Discussion
*Pathfinder & Starfinder
"Bait Monsters" and the "Trained Mindset"
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<blockquote data-quote="bowbe" data-source="post: 3816820" data-attributes="member: 6328"><p>Rechan, Congratulations on your 666th post!</p><p></p><p>To be honest when I opened this thread i was thinking...</p><p></p><p>Bait monsters:</p><p></p><p>Monsters you send out to get PCs to use up all their bammy spells for the encounter, that soak up a majority of their conditions, +fate/hero/action points in quickly annhilating before sending in the REAL monster to TPK the whole lot. </p><p></p><p>My opinion as a life long gamer:</p><p></p><p>Not including traditional iconics that have been around since the boxed chap-book set... lame. </p><p></p><p>I could give a whole list of where to cut and where not to but I dont have the time.</p><p></p><p>I'll simply stick with things like:</p><p></p><p>Athak</p><p></p><p>Achaierai</p><p></p><p>Allip</p><p></p><p>Aranea</p><p></p><p>Arrowhawk</p><p></p><p>Belker</p><p></p><p>Choker</p><p></p><p>Chuul</p><p></p><p>Coatl</p><p></p><p>Delver</p><p></p><p>Destrachan</p><p></p><p>Hellcat</p><p></p><p>Digester</p><p></p><p>Ethereal Filcher</p><p></p><p>Ethereal Marauder</p><p></p><p>Guardinal's</p><p></p><p>Half anything.. including halflings</p><p></p><p>Inevitables</p><p></p><p>Kerenshar</p><p></p><p>Magmin</p><p></p><p>Mohrg</p><p></p><p></p><p>Nightshades</p><p></p><p>Phasm</p><p></p><p>Rast</p><p></p><p>Ravid</p><p></p><p>Shield Guardian</p><p></p><p>Skum</p><p></p><p>Tojanida</p><p></p><p>Xill</p><p></p><p></p><p>Yeth Hound</p><p></p><p>Most of 3.5 MM III and IV.</p><p></p><p>And any zombie that either gets a move or an attack but not both.</p><p></p><p>Not that all the above monsters suck or are lame. Many are cool, but are specific via a environment, or could be done with use of another monster (or suck LOL).</p><p></p><p>None of the above are "Iconic" D&D or very usable beyond certain specific set encounters.</p><p></p><p>Most don't share a historical or mythological flair that couldn't wait till a different Monster book. </p><p></p><p>Full suite of Giants however? Thats a must. As much of a must in most campaigns as having the full suite of dragons and the iconic demons ready at launch. Tell somebody that drow won't be included in the launch of 4e and watch the waterworks!</p><p></p><p>Case</p></blockquote><p></p>
[QUOTE="bowbe, post: 3816820, member: 6328"] Rechan, Congratulations on your 666th post! To be honest when I opened this thread i was thinking... Bait monsters: Monsters you send out to get PCs to use up all their bammy spells for the encounter, that soak up a majority of their conditions, +fate/hero/action points in quickly annhilating before sending in the REAL monster to TPK the whole lot. My opinion as a life long gamer: Not including traditional iconics that have been around since the boxed chap-book set... lame. I could give a whole list of where to cut and where not to but I dont have the time. I'll simply stick with things like: Athak Achaierai Allip Aranea Arrowhawk Belker Choker Chuul Coatl Delver Destrachan Hellcat Digester Ethereal Filcher Ethereal Marauder Guardinal's Half anything.. including halflings Inevitables Kerenshar Magmin Mohrg Nightshades Phasm Rast Ravid Shield Guardian Skum Tojanida Xill Yeth Hound Most of 3.5 MM III and IV. And any zombie that either gets a move or an attack but not both. Not that all the above monsters suck or are lame. Many are cool, but are specific via a environment, or could be done with use of another monster (or suck LOL). None of the above are "Iconic" D&D or very usable beyond certain specific set encounters. Most don't share a historical or mythological flair that couldn't wait till a different Monster book. Full suite of Giants however? Thats a must. As much of a must in most campaigns as having the full suite of dragons and the iconic demons ready at launch. Tell somebody that drow won't be included in the launch of 4e and watch the waterworks! Case [/QUOTE]
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"Bait Monsters" and the "Trained Mindset"
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