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<blockquote data-quote="Quickleaf" data-source="post: 6252121" data-attributes="member: 20323"><p>[MENTION=98255]Nemesis Destiny[/MENTION]</p><p>Keywords strike me as one of the best but least utilized aspects of 4e. In my games I'm often coming up with new keywords or new uses for old keywords that are relevant to other aspects of the adventure ora are referred to in the encounter. For example, tight kobold passageways restricting [great weapon] use, and then describing which weapons have that keyword & having an NPC with that keyword.</p><p></p><p>As far as monster abilities not in the stat block...It's a great topic! </p><p></p><p>Some that I know are rules but are not necessarily spelled out (or are just obscure)...</p><ul> <li data-xf-list-type="ul">1 healing surge per tier: this opens up kinds of possibilities like martial practices, rituals, magic items requiring healing surges, and taking a second wind during a short rest.</li> <li data-xf-list-type="ul">Speaking of rests, it is implied that monsters benefit from them, regaining HP, surges, and action points and daily powers (if any) during an extended rest. What would make an interesting addition to a monster's description is something like "Extended rest: Cyclops sleep with their eye open and take no Perception penalty for sleeping."</li> <li data-xf-list-type="ul">Make skill checks: Do monsters, like adventurers, have a basic level of competence in every skill? It's an good question, and I tend to think yes. When left alone, a tied up goblin without training in Acrobatics scan try to wriggle out of restraints, for example. A DM could also look to the monster's trained skills as inspiration for how the monster responds to threat of adventurers given enough time. Many goblin's are trained in Stealth and Thievery, suggesting they will spy on PCs or try to steal or sabotage things in their camp. Hobgoblins, on the other hand, are often trained in Athletics and Intimidate, suggesting that they will explore new horizons, subjugate others to fight for them, and maybe shake down the PCs contacts.</li> </ul><p></p><p>Anyhow, I just was working on a monster for my campaign called <strong>The Faerie Fiddler</strong> which is turning into the longest stat block I've ever done because he has several out-of-combat powers (Musician's Challenge & Gambler's Challenge). Normally those kinds of things would be in the adventure text rather than in the monster stat block, I suppose, but I needed rules for them and they're iconic to this monster. It would be really nice to have some guidelines for short-handing this stuff & then improvising it.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6252121, member: 20323"] [MENTION=98255]Nemesis Destiny[/MENTION] Keywords strike me as one of the best but least utilized aspects of 4e. In my games I'm often coming up with new keywords or new uses for old keywords that are relevant to other aspects of the adventure ora are referred to in the encounter. For example, tight kobold passageways restricting [great weapon] use, and then describing which weapons have that keyword & having an NPC with that keyword. As far as monster abilities not in the stat block...It's a great topic! Some that I know are rules but are not necessarily spelled out (or are just obscure)... [LIST][*]1 healing surge per tier: this opens up kinds of possibilities like martial practices, rituals, magic items requiring healing surges, and taking a second wind during a short rest. [*]Speaking of rests, it is implied that monsters benefit from them, regaining HP, surges, and action points and daily powers (if any) during an extended rest. What would make an interesting addition to a monster's description is something like "Extended rest: Cyclops sleep with their eye open and take no Perception penalty for sleeping." [*]Make skill checks: Do monsters, like adventurers, have a basic level of competence in every skill? It's an good question, and I tend to think yes. When left alone, a tied up goblin without training in Acrobatics scan try to wriggle out of restraints, for example. A DM could also look to the monster's trained skills as inspiration for how the monster responds to threat of adventurers given enough time. Many goblin's are trained in Stealth and Thievery, suggesting they will spy on PCs or try to steal or sabotage things in their camp. Hobgoblins, on the other hand, are often trained in Athletics and Intimidate, suggesting that they will explore new horizons, subjugate others to fight for them, and maybe shake down the PCs contacts. [/list] Anyhow, I just was working on a monster for my campaign called [b]The Faerie Fiddler[/b] which is turning into the longest stat block I've ever done because he has several out-of-combat powers (Musician's Challenge & Gambler's Challenge). Normally those kinds of things would be in the adventure text rather than in the monster stat block, I suppose, but I needed rules for them and they're iconic to this monster. It would be really nice to have some guidelines for short-handing this stuff & then improvising it. [/QUOTE]
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