OK, I see where you are coming from. I understand your position though I don't agree with it. Personally I'm in the "don't let the rules get in the way of a good story"- camp. I don't feel the need for the same rules to apply for all vampires. If the players are used to vampires with their Int-score in spawns and they suddenly come across a vampire lord that can make an entire village to his spawns, my goal is that they should feel that they have come across a real bad-ass vampire. From my side of the screen, I just feel like making that story.Lizard said:I've already told you -- when working out exactly how dangerous/prevalent vampires are, when building their culture, etc.
If a beloved NPC is captured by a vampire, do the PCs need to rush madly to save him from becoming one of the Undead, or do they know they have a week until the ghastly ritual is complete?
If WOTC (or a third party) publishes a module based on the idea a vampire can turn an entire village into his loyal slaves overnight, does this fit with your campaign where a vampire can only control Int bonus servants?
The difference in what the world will be like between "Vampires create spawn every time they feed, unless they deliberately stop the process" and "Vampires must spend a month of time and sacrifice a hit point permanently to creat spawn" is immense. In the former, a hungry vampire can fill the streets with abandoned, useless, ravening, monsters in a matter of days as the plague spreads. In the latter, a vampire will lure and seduce a special, perfect, target as the blessed recipient of the gift of eternal life. There's lots of other options, too, and each one changes the world -- or at least how vampires fit into it.
It's fine to change things to fit your campaign, but there needs to be a baseline to work from. I don't understand why people love fluff that's non-essential and intrusive (like the entire giant/dwarf backstory) but see no need for definitions of actual game mechanics.
Fluff is easy. Mechanics are hard. I expect developers to do the hard stuff.
If I buy an adventure that involves vampires, and that adventure uses a different standard than my standard, I will just use those vampires as they are and assume they are a different kind of vampires. Add a skill challenge or History- check for the PCs to find out about it.
What I'm aiming for with my DMing is first and foremost sense of wonder. If I make the players feel that they discover something new every session, I have reached my goal. I understand that some people feel the same about consistency, it's just not for me.