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General Tabletop Discussion
*Pathfinder & Starfinder
Complete Disagreement With Mike on Monsters (see post #205)
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<blockquote data-quote="Majoru Oakheart" data-source="post: 3765434" data-attributes="member: 5143"><p>They never said there will be "role oriented" stat blocks. They've said that monsters would HAVE combat roles. For instance, one monster might be good at ranged attacks and another one might be good at healing and another one might be good at hindering the movement of the PCs.</p><p></p><p>This is the same way that Rangers are good at ranged attacks, clerics are good at healing and wizards are good at hindering the movement of enemies. The players have roles, the monsters have roles.</p><p></p><p></p><p>This is pretty much what I've gotten from everything that's been said. They are simplifying the monsters and streamlining them for their "purpose".</p><p></p><p>If a creature as the ability to do an area of effect attack, hit really hard, hold all of the enemies in a goo, heal itself, teleport, and protect itself with a forcefield...then DMs might not know what to do with the creature each round. Which option does it use? What does the creature do in combat other than "whatever is best for it that round"? Is an encounter with 5 of them too powerful since each one of them is so versitile?</p><p></p><p>However, if you have a creature who teleports and hits really hard, you know what the creature does. It has hit and run tactics. It has less options per round making it easier to run. Plus, you can see the effect that will happen if you put a big brute of an enemy in the encounter who could block the PCs and protect the hit and run monsters. They will work well together.</p><p></p><p>That's what roles are about, not artificially restricting stat blocks to less information.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3765434, member: 5143"] They never said there will be "role oriented" stat blocks. They've said that monsters would HAVE combat roles. For instance, one monster might be good at ranged attacks and another one might be good at healing and another one might be good at hindering the movement of the PCs. This is the same way that Rangers are good at ranged attacks, clerics are good at healing and wizards are good at hindering the movement of enemies. The players have roles, the monsters have roles. This is pretty much what I've gotten from everything that's been said. They are simplifying the monsters and streamlining them for their "purpose". If a creature as the ability to do an area of effect attack, hit really hard, hold all of the enemies in a goo, heal itself, teleport, and protect itself with a forcefield...then DMs might not know what to do with the creature each round. Which option does it use? What does the creature do in combat other than "whatever is best for it that round"? Is an encounter with 5 of them too powerful since each one of them is so versitile? However, if you have a creature who teleports and hits really hard, you know what the creature does. It has hit and run tactics. It has less options per round making it easier to run. Plus, you can see the effect that will happen if you put a big brute of an enemy in the encounter who could block the PCs and protect the hit and run monsters. They will work well together. That's what roles are about, not artificially restricting stat blocks to less information. [/QUOTE]
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Community
General Tabletop Discussion
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Complete Disagreement With Mike on Monsters (see post #205)
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