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General Tabletop Discussion
*Dungeons & Dragons
DM Confessions: What monsters do you overuse?
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<blockquote data-quote="Imaculata" data-source="post: 6870422" data-attributes="member: 6801286"><p>Skeletons also have the benefit of easily fitting into my pirate campaign. Pirate skeletons! But the downside to overusing them, is that characters who rely on abilities that don't work on undead, are at a disadvantage. This is why I try to hold back on the undead from now on. Because I don't want to frustrate my players who specialize in maximizing their crits, or who want to use poisons and mind affecting stuff.</p><p></p><p>I used ghosts a while back, but I knew that my players did not have any ghost-touch weapons. This creates an interesting scenario where the players are actually afraid to fight the ghosts. However, the ghosts themselves did wield ghost-touch weapons. But the moment they defeated a ghost, its weapon also vanished. So the players had to find clever ways to disarm the ghosts, and not kill those whose weapons they had stolen. Sometimes purposefully pitting enemies against the players that are too strong for them, can deliver some really interesting game play. Just be sure that you clearly telegraph the strength of the monsters. I had my ghosts first cut through the city watch with ease, and described their weapons as "burning with a ghostly blue fire".</p><p></p><p>Zombies and mummies are also a lot of fun. They are my go-to monsters for any catacombs or underground labyrinth. And otherwise its always giant spiders. In fact, I might be overusing spiders a lot as well. There are plenty of other giant vermin to choose from, but the first thing that always comes to mind is giant frickin' spiders.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6870422, member: 6801286"] Skeletons also have the benefit of easily fitting into my pirate campaign. Pirate skeletons! But the downside to overusing them, is that characters who rely on abilities that don't work on undead, are at a disadvantage. This is why I try to hold back on the undead from now on. Because I don't want to frustrate my players who specialize in maximizing their crits, or who want to use poisons and mind affecting stuff. I used ghosts a while back, but I knew that my players did not have any ghost-touch weapons. This creates an interesting scenario where the players are actually afraid to fight the ghosts. However, the ghosts themselves did wield ghost-touch weapons. But the moment they defeated a ghost, its weapon also vanished. So the players had to find clever ways to disarm the ghosts, and not kill those whose weapons they had stolen. Sometimes purposefully pitting enemies against the players that are too strong for them, can deliver some really interesting game play. Just be sure that you clearly telegraph the strength of the monsters. I had my ghosts first cut through the city watch with ease, and described their weapons as "burning with a ghostly blue fire". Zombies and mummies are also a lot of fun. They are my go-to monsters for any catacombs or underground labyrinth. And otherwise its always giant spiders. In fact, I might be overusing spiders a lot as well. There are plenty of other giant vermin to choose from, but the first thing that always comes to mind is giant frickin' spiders. [/QUOTE]
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DM Confessions: What monsters do you overuse?
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