• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Complete Disagreement With Mike on Monsters (see post #205)

Kerrick said:
Your argument (and correct me if I'm wrong here) is that LA/ECL is broken and should be tossed out, but I disagree. The concept of having an LA is good, but the implementation sucks. It's like the CR system - they eyeball it instead of coming up with a hard and fast system (or at least a freeform system like Gygax') for figuring up what a creature's CR should be.

Here's the thing, though. I don't believe it's possible to have a scientific or consistent system of LA/ECL. Because...

Some things should be restricted to NPCs or monsters only, for whatever reason - usually because in the hands of a player, usable all the time instead of in limited (and controlled) circrumstances, it's overpowered (like the Frenzied Berserker - that thing should NEVER be used as a PC PrC for many reasons, chief among them that it's not a party-friendly class).

These two concepts are incompatible. Either the game permits monsters to have abilities PCs cannot (as I feel it should), or it does not. But to have an ability and say "You can't have this, but it's equivalent to this ability that you can," doesn't really work. If something is mechanically equivalent to something PCs can have, then there's no reason PCs can't have it, and it's no longer unique to monsters. If it's not mechanically equivalent to something PCs can have, then assigning a number to it isn't going to change that.

Now, I think it's possible to build a fun, interesting, solid RPG in which monster levels/HD are exactly equivalent to PC levels, and in which every monster is a valid PC right out of the box. But that RPG is not D&D, and would lack a huge proportion of the variety of monsters that D&D has. It is also not a simple RPG to design for, despite its consistency.

Mind flayers are LA +15? :confused:

They're LA +7. They have 8 HD. Total ECL 15.
 

log in or register to remove this ad

Here's an interesting question. Let's say someone here at ENWorld decided to take a stab at the ever popular "let's stat Drizzt" game (or another fictional character of your choice). In 4e, will it matter whether he's a PC or an NPC as to what his stats will be like? If NPCs have different type stat blocks, will classed NPC abilities sync up with PC stats if you chose to to make versions?
 

pawsplay said:
Here's an interesting question. Let's say someone here at ENWorld decided to take a stab at the ever popular "let's stat Drizzt" game (or another fictional character of your choice). In 4e, will it matter whether he's a PC or an NPC as to what his stats will be like? If NPCs have different type stat blocks, will classed NPC abilities sync up with PC stats if you chose to to make versions?
My prediction: No. Because there will always be "PC/NPCs."

There are always a handful of elites that are on par with the player characters, and use the same rules (or close to the same rules) as them.
 

skeptic said:
Out-of-combat spell use for NPCs is very important for me. It dictates a very large portion of what an NPC is capable of accomplishing beyond simple skill use. This goes a long way in adventure design.
I'll tell you a little secret but don't tell anybody else : when the PCs are not there, the NPCs can do everything the DM wants and you don't need rules for doing it ;)

So your PCs never interact with NPCs except when they're fighting them?

Mouseferatu said:
These two concepts are incompatible. Either the game permits monsters to have abilities PCs cannot (as I feel it should), or it does not.

Let's take this out of the hypothetical: What ability should a monster have that a PC should never be allowed to have? Feel free to make something up out of wholecloth.

Justin Alexander
http://www.thealexandrian.net
 

JustinA said:
Let's take this out of the hypothetical: What ability should a monster have that a PC should never be allowed to have? Feel free to make something up out of wholecloth.
A breath weapon.

Why?

Because if your PC is a type of creature that *has* a breath weapon how the bleeeep did it become a PC and what was your DM smoking at the time s/he allowed it?

There is *nothing* worse than hearing one player say to another (in character): "I've spent most of my adult life training up on how to kill these things and now they expect me to run with one as a team-mate???"

In the core game, monsters should really not be PCs.

Lanefan
 

JustinA said:
Let's take this out of the hypothetical: What ability should a monster have that a PC should never be allowed to have? Feel free to make something up out of wholecloth.
Flying at will, teleportation at will, summoning at will, spontaneous resurrection, splitting yourself into identical copies, magic immunity.
 

JustinA said:
Let's take this out of the hypothetical: What ability should a monster have that a PC should never be allowed to have?

Regeneration, Mind Blast at will, blasphemy at will, being healed by fire/cold/etc.
 

Apologies for the long post. But to me this thread really highlights that 4E is cementing certain aspects of the metagame-ingame relationship that have always been part of D&D, but have not always ben explicit. I think the current designers have really got a good handle on that relationship, and are designing the new rules keeping it clearly in mind.

MoogleEmpMog said:
At my table, and the tables of everyone I've personally played with, the 3.5 Monster Manual has been a book of races as well as antagonists.

<snip>

Other roleplaying games, D&D's own past, books, movies, non-RPG games - the d20 system has powerful if occasionally somewhat clunky setting emulation.

<snip>

there no reason the two design principles shouldn't be compatible, when they so often are in other games?

Kamikaze Midget said:
I'm mostly with Mog on the first page: the designers shouldn't be telling me what I use the game element for. If I want to use monsters as an encounter, a bit of scenery, the local blacksmith, or a PC race, I should be able to do that. 3e lets me do that quite admirably.
Except that the game is a set of rules on how to deploy game elements, so it can't help but tell the players and GM what to use those elements for.

Thus, for example, D&D (in its current edition) has no rules for gods as PCs.

The real question, therefore, is this: are monsters, NPCs and PCs identical game elements (as some posters on this thread regard them) or not? That is, are they the sorts of things that players can use as their vehicle for gameworld exploration and activity? I can see why the designers have answered "no" to this question. D&D, in its current incarnation, thrives on permitting PCs to be extremely responsive, in details of mechanical build, to player desires. For monsters to meet this goal is for them to become, in practice, unusable for GMs.

In other games it might be possible to treat NPCs and PCs alike. But these games probably do not demonstrate the degree of player-responiveness that D&D does. That is, those games have a different metagame priority.

Kamikaze Midget said:
I want a *system* for determining what a creature is capable of.

"Make Junk Up" blows like a wandering prostitute (table) as a system.
Kamikaze Midget said:
I want a system. Making stuff up sucks as a system.

Why do I want a system? Am I a foolish dreamer? No. I rather like a deep and rich setting. I can't evoke a world that still ticks and tocks outside of the PC's if I don't have rules for determining how it does that. So that if, for some reason, the centaur has to tie a knot, I know how well it does that, without simply making stuff up.
What a creature is capable of is determined by its attributes, skill bonuses, special abilities etc - just the same as for a PC. As I think was fairly obvious, and as Mearls has made clear, the changes in monster design aren't to the way in which monster capabilities are described, but the way in which monsters are built.

If what you want is a system to tell you how good a 4HD monstrous humanoid should be at tying rope, the answer is "As good as they should be, given their talents as a race of rope-tiers". That is, pick the gameworld-appropriate number and give it to them. If you don't know what the gameworld-appropriate number is, then make it up! Or forget about it and move on.

Azgulor said:
Place me squarely in the "Monsters using PC rules" or "modability" camp - I too am in complete disagreement with Mr. Mearls.
Again, the issue is not about whether monster capabilities are expressed in the same language as that of PCs - of course they will be - it is about whether they are built using the same set of rules. They won't be. Which makes sense, given their different roles in the game.

JoeGKushner said:
The game system uniformity helps expalin how the world works.
It is becoming very clear that, in 4E, the rules for building PCs and monsters do not model any gameworld process. (I would argue that this has always been true in D&D - for example, the earning of XP by garnering gold in 1E, or by overcoming adventuring challenges in 3E, does not model any in-game causation - but 4E's design will make this more explicit.)

Thus, the monster build rules do not simulate a monster species' evolution, or an individual monster's birth and growth and learning. They play a purely metagame function of building GM-usable game elements.

Tharen the Damned said:
Sure, in most Cases the Monster lives 2-5 rounds and will not use any Skills.

<snip>

It is not often that you use these Skill Points, but they give the Monster the possibility to be more than 5 rounds of Gore and EP.
I think another thing that has to be acknowledged - and it is a natural consequence of the fact that build rules are purely metagame - is that monster write-ups may not be complete, in the sense that (within the context of the gameworld) it is possible that the monster has an ability not in the stat-block (perhaps the Ogre knows how to speak Elvish) just as PCs may have some properties not in the stat-block (eg perhaps the PC has a twin sister).

Thurbane said:
I also hope monsters are first and foremost organic - not ambulatory stat blocks.

Like the much vaunted example of the Ogre Mage - "Oh no, it has Sleep as an SLA, and Sleep is useless on characters of an appropriate CR level!".

Well maybe, just maybe, the Ogre Mage evolved without an inbuilt "CR appropraite ability" gene determining it's development.
This is another example where the monster may have an ability not mentioned in its stat block, because for the typical use of that stat block (namely, by a GM running a level-appropriate encounter) the information is irrelevant. It does no harm at all to the game for the GM to decide that the Ogre Mage, when off-screen and not cone-of-colding PCs, is Sleeping Kobolds.

glass said:
On the one hand, symmetry is obviously a good thing in principal (and not just aesthetically- system mastery is important). OTOH, if it gets in the way of monsters actually being good monsters that is obviously bad.

I think that is not necessarily important that monsters are built on exactly the same rules as PCs, but they should be expressed in the same language. By that I mean monsters should still have hit points and ability scores and what have you, and they should mean the same, even if those things were not determined in the same way as for PCs.
This is exactly what 4E will have. "Symmetry" will obtain in the description of NPCs, monsters and PCs, but not in the rules for building them. Because those rules do not simulate any in-game reality. They are purely metagame, and different metagame rules serve different metagame functions.

Syltorian said:
I don't care about monster PCs, but I do care about them as NPCs. And that includes being able to give them classes, modifying their feats, skills, and so forth. I want to have a dryad druid, a satyr enchanter, an ogre scout, heck: even a dragon archivist for the players to meet.

<snip>

That seems to be either impossible or difficult now, from what (little) we know so far.
Just assign the number and move on.

If the real question is "How challenging is such a modified monster" and "How many XP is it worth to beat it" then it would be good for the rules to answer that question. At the moment, they pretend to, but everyone knows that the rules for calculating the CR of monsters with NPC levels don't really work (as Dave Noonan admitted in his article some time ago about building Drow NPCs).

Mouseferatu said:
While, again, I have no inside knowledge and thus cannot make any promises, I see no reason why it shouldn't still be possible to add class levels to monsters. It should still be possible to add X (levels) to Y (monsters), no matter how Y was created.

It may not be entirely smooth, in terms of figuring out how much XP the monster is worth or what level of difficulty it is--but then, neither was total CR in 3E, really.
Like he said.

And in conclusion: It seems to me that those who are objecting to the new design want the metagame-ingame relationship to be different from what it will be in 4E. In particular, they want the monster build mechanics to model some process that is actually part of the gameworld. But as a poster on another thread said, D&D (for better or worse) is really abandoning such simulationist-style mechanics. Such mechanics being abandoned, there is no reason to build PCs and NPCs/monsters according to the same set of rules.
 

Kamikaze Midget said:
Monsters are more than just challenges; they have a life far beyond the 5-10 rounds of combat where they pop up whack-a-mole style. They're setting elements, world elements, cultural fantasy salad dressing, villains, characters, potential ninjas.

You don't need rules for any of that. That's where it comes down to the designer and the way that the monsters are written and fit into the existing world. I'm not worried about making the monsters different from the PCs in 4th Edition.

Simplification is certainly the primary goal, but when a monster is as complicated as a PC and the DM needs to run all of those NPCs and beasties it does the exact opposite. My player knows how his Barbarian Rage works and what bonuses he gets because he plays that character all of the time.

As the DM, I can't possibly keep up with characters that complex and I probably run around 8 to 10 characters per session. If I roll a random encounter and have to pick something out of the book? Forget it. Let's take a break guys while I slog through this. Honestly, as much of a rules gear head as I am, a lot of times I just fake it and there is stuff I miss. If monsters write ups are done in an easy manner and I can get an overview of their tactics by reading a short paragraph or just the statblock I'm all for it.

My only worry with this design choice is that they are pigeon holing the monsters too far. Every encounter should be something different and I was never a fan of the tactics section in the 3.5 MM. Pit Fiends do this in the 1st round, this in the 2nd round, rinse repeat. I just hope I don't end up playing in games where every time I fight Orcs or Kobolds its all the same stuff.

Going back to the monsters being "setting elements, world elements, cultural fantasy salad dressing, villains, characters, and potential ninjas" I am worried that with so little space dedicated to each monster in the MM that they won't go into a monsters background and ecology enough. Cramming 300+ monsters into a 288 page book is an amazing feat. Something has to give. I highly doubt that they could make the stats so short and still have enough room to explain what the monster is about, how they live, what they do, etc.

I could be wrong, but I know however I tried to condense Denizens of Avadnu I doubt I could ever get all of the fluff, stats, and art in and still manage to fit one monster per page. That's just insanity.
 


Remove ads

Top