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*TTRPGs General
DM's what kinds of monster features 'annoy' you or make your job harder?
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<blockquote data-quote="Lord Zardoz" data-source="post: 3940870" data-attributes="member: 704"><p><strong>Some Counter points to consider</strong></p><p></p><p>Reading some of the DM gripes here, I must say that I do not agree with a few of them.</p><p></p><p>With respect to Monsters built around the Grapple mechanic, there are the following complaints.</p><p> - Too many have it.</p><p> - Too hard for a PC to escape the grapple</p><p></p><p>I would say that while too many creatures having the ability is a legitimate complaint, I do not think that having the Grapple as being too hard to escape for the target caught in it is that big a deal. In general, once most creatures are grappling another character, it is very vulnerable to being attacked by the other players. I do not see this as being the fault of the monster as much as I see it being the fault of an over complicated game mechanic.</p><p></p><p>I agree that the Sunder mechanic as applied to Hydra's sucks. However, in fantasy, the 'cut off 1 head, grow 2' mechanic is a classic trope worth preserving. Given that a Hydra also seems to be built to be a Solo monster for 3.5 (It has enough actions to engage everyone), I am not sure if there is a better way to do the head severing.</p><p></p><p>And I completely disagree with the comment regarding monsters using improved trip.</p><p></p><p>Now, what do I consider to be annoying monster features?</p><p></p><p>Save or Screwed effects</p><p>Not only save or die, but any effect which when you fail the saving throw, you are essentially as good as dead. This is more a complaint with the Web spell and Entangle, since even if you make the save, it is nearly impossible to escape the webs before you are dead.</p><p></p><p>Fear effects granting only 1 save.</p><p>Dragon Fear, and the Fear spell will result in someone being Panicked, and running away. No big deal, except that they are screwed for the duration. And the usefulness is essentially twice the duration. If you spend 3 rounds running away, you have to spend 3 rounds coming back. The Hold Person spell got it right, allow a save every round to escape the effect if that effect puts them out of the fight.</p><p></p><p>Undead vs Turn Undead</p><p>A whole subtype of monsters that can be annihilated by just 1 of the players in the party? Fights spent running away? The only way to make Undead a challenge is to throw a bunch of fodder in there to soak up the turning. And if the cleric botches the turn attempt. or happens to die on you, your left with a TPK encounter. I use the Turning does Damage variant.</p><p></p><p>Swiss Army Knife Monster</p><p>Monsters with huge arrays of abilities that while potentially useful, manage to go beyond what you would expect to use in a typical encounter. Some of this is redundant abilities (Sleep at will on a CR 9 monster). Most often though, this is the result of throwing Sorcerer levels on monsters that have enough abilities that the majority of those spells end up becoming used for buffs. A dragon ought to have some ability to Scry or cast Alarm, or Detect Magic. Being able to dispel magic or use Protection from Good is not a bad choice either. But monsters should not be expected or need to Self Buff. And being able to cast Fireball is a waste of time for a Dragon with a Breath weapon.</p><p></p><p>Ariel Combat</p><p>The rules are a bit of a pain in the ass, though I must admit that I do not really have any better ideas.</p><p></p><p>Other complaints Not specific to monsters</p><p></p><p>Summon Monster spells</p><p>There is no way a Celestial Bison with 40 or so HP and DR 5/magic is the same CR as a Small Fire Elemental with a low AC and few hp.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3940870, member: 704"] [b]Some Counter points to consider[/b] Reading some of the DM gripes here, I must say that I do not agree with a few of them. With respect to Monsters built around the Grapple mechanic, there are the following complaints. - Too many have it. - Too hard for a PC to escape the grapple I would say that while too many creatures having the ability is a legitimate complaint, I do not think that having the Grapple as being too hard to escape for the target caught in it is that big a deal. In general, once most creatures are grappling another character, it is very vulnerable to being attacked by the other players. I do not see this as being the fault of the monster as much as I see it being the fault of an over complicated game mechanic. I agree that the Sunder mechanic as applied to Hydra's sucks. However, in fantasy, the 'cut off 1 head, grow 2' mechanic is a classic trope worth preserving. Given that a Hydra also seems to be built to be a Solo monster for 3.5 (It has enough actions to engage everyone), I am not sure if there is a better way to do the head severing. And I completely disagree with the comment regarding monsters using improved trip. Now, what do I consider to be annoying monster features? Save or Screwed effects Not only save or die, but any effect which when you fail the saving throw, you are essentially as good as dead. This is more a complaint with the Web spell and Entangle, since even if you make the save, it is nearly impossible to escape the webs before you are dead. Fear effects granting only 1 save. Dragon Fear, and the Fear spell will result in someone being Panicked, and running away. No big deal, except that they are screwed for the duration. And the usefulness is essentially twice the duration. If you spend 3 rounds running away, you have to spend 3 rounds coming back. The Hold Person spell got it right, allow a save every round to escape the effect if that effect puts them out of the fight. Undead vs Turn Undead A whole subtype of monsters that can be annihilated by just 1 of the players in the party? Fights spent running away? The only way to make Undead a challenge is to throw a bunch of fodder in there to soak up the turning. And if the cleric botches the turn attempt. or happens to die on you, your left with a TPK encounter. I use the Turning does Damage variant. Swiss Army Knife Monster Monsters with huge arrays of abilities that while potentially useful, manage to go beyond what you would expect to use in a typical encounter. Some of this is redundant abilities (Sleep at will on a CR 9 monster). Most often though, this is the result of throwing Sorcerer levels on monsters that have enough abilities that the majority of those spells end up becoming used for buffs. A dragon ought to have some ability to Scry or cast Alarm, or Detect Magic. Being able to dispel magic or use Protection from Good is not a bad choice either. But monsters should not be expected or need to Self Buff. And being able to cast Fireball is a waste of time for a Dragon with a Breath weapon. Ariel Combat The rules are a bit of a pain in the ass, though I must admit that I do not really have any better ideas. Other complaints Not specific to monsters Summon Monster spells There is no way a Celestial Bison with 40 or so HP and DR 5/magic is the same CR as a Small Fire Elemental with a low AC and few hp. END COMMUNICATION [/QUOTE]
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