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General Tabletop Discussion
*Pathfinder & Starfinder
DMG Excerpt: Customizing Monsters
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<blockquote data-quote="AllisterH" data-source="post: 4172039" data-attributes="member: 51325"><p>Reading the excerpt again, the DEFAULT situation is definitely that no monster in the MM is actually using magical items for its attack/defenses. The same probably goes for the quick NPC tables in the DMG I guess.</p><p></p><p>You (the DM) have to ACTIVELY give monsters magical weapons and if you do, presumably you don't want the magical weapons to be so strong that they in effect make the encounter more about the weapon.</p><p></p><p>You can see this when they talk about just making the ogres an 11th level creature by upping its HP. Basically, this excerpt is for people that want to give out treasure as magical weapons/armour but don't want to kill their players presumably.</p><p></p><p>Personally, I'm ecstatic about this as this is the first time I've seen D&D designers understand the MATH behind the magical item glut economy. You ACTUALLY might be able to run a low magic item campaign in D&D for once.</p><p></p><p>re: Vampire and Liches</p><p>Er, a couple of points. </p><p></p><p>1) We know there is a Vampire Spawn from before </p><p>2) How come nobody wants the stats for the ability to grant its power to its minion yet we must know the vampire spawn rate/equation?</p><p>3) READ the execpt again. Liches do NOT need a phylactery. Only Liches that use a Ritual get one. </p><p></p><p>re: Natural armour and regular armour</p><p>Cutting it off at the pass is a good thing. When 3E allowed for natural armour to stack with regular armour, that was one of the most abusive things/broken things that 3E did for the spellcasters. Wildshape/polymorph into high natural AC/boost natural AC via spell/wear armour/boost manufactured armour via spell.</p><p></p><p>You guys honestly can't see how this "broke" the system?</p></blockquote><p></p>
[QUOTE="AllisterH, post: 4172039, member: 51325"] Reading the excerpt again, the DEFAULT situation is definitely that no monster in the MM is actually using magical items for its attack/defenses. The same probably goes for the quick NPC tables in the DMG I guess. You (the DM) have to ACTIVELY give monsters magical weapons and if you do, presumably you don't want the magical weapons to be so strong that they in effect make the encounter more about the weapon. You can see this when they talk about just making the ogres an 11th level creature by upping its HP. Basically, this excerpt is for people that want to give out treasure as magical weapons/armour but don't want to kill their players presumably. Personally, I'm ecstatic about this as this is the first time I've seen D&D designers understand the MATH behind the magical item glut economy. You ACTUALLY might be able to run a low magic item campaign in D&D for once. re: Vampire and Liches Er, a couple of points. 1) We know there is a Vampire Spawn from before 2) How come nobody wants the stats for the ability to grant its power to its minion yet we must know the vampire spawn rate/equation? 3) READ the execpt again. Liches do NOT need a phylactery. Only Liches that use a Ritual get one. re: Natural armour and regular armour Cutting it off at the pass is a good thing. When 3E allowed for natural armour to stack with regular armour, that was one of the most abusive things/broken things that 3E did for the spellcasters. Wildshape/polymorph into high natural AC/boost natural AC via spell/wear armour/boost manufactured armour via spell. You guys honestly can't see how this "broke" the system? [/QUOTE]
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DMG Excerpt: Customizing Monsters
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