Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Free 60+ page Guide to Sword & Sorcery for 5E D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CapnZapp" data-source="post: 8397497" data-attributes="member: 12731"><p>Personally I don't like preordaining some creatures as "lesser", and I never enjoyed the blunt 4E implementation.</p><p></p><p>I fully embrace the fact that mooks are a trope, though. Just that I prefer a rule such as "Fighters instagib lower-levelled creatures on a crit". </p><p></p><p>The difference is that the scenario (or me the GM) don't point at a given creature beforehand and say "when and if the heroes kill you they shall be robbed of any sense of accomplishment, for I'm removing your ability to represent a true threat for your level".</p><p></p><p>That is, I prefer it when it is the adventure that determines which creatures turned out to be mooks and which creatures that surprises the heroes with their resourcefulness and luck*. That is, everybody starts out at first level, heroes and monsters alike, and who "grows up" to become a high-level hero is only revealed during play.</p><p></p><p>Zapp</p><p></p><p>*) fans of Under Siege will appreciate the time when the players attacked the goblin tribe (or was it some Underdark race, can't remember) and their cook enjoyed incredible luck, never getting killed and also being able to escape to fight another day... the players became fascinated with that individual, giving it a name, and cheering on when I upgraded it. They almost felt sad when they finally killed it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>Wonderful stuff like that can't happen if the game or the GM has predetermined "you're only a mook, you have zero prospects". And the point is: such mook rules simply aren't needed in any iteration of D&D where low-level creatures have so few hit points that a few hits kills them anyway. In other words: the problem is with hit point inflation and designs like 5E where too many monsters are just big bags of hit points.</p><p></p><p>tl;dr: Much better than mook rules are games where low level creatures simply fall to a few swings from high level creatures</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8397497, member: 12731"] Personally I don't like preordaining some creatures as "lesser", and I never enjoyed the blunt 4E implementation. I fully embrace the fact that mooks are a trope, though. Just that I prefer a rule such as "Fighters instagib lower-levelled creatures on a crit". The difference is that the scenario (or me the GM) don't point at a given creature beforehand and say "when and if the heroes kill you they shall be robbed of any sense of accomplishment, for I'm removing your ability to represent a true threat for your level". That is, I prefer it when it is the adventure that determines which creatures turned out to be mooks and which creatures that surprises the heroes with their resourcefulness and luck*. That is, everybody starts out at first level, heroes and monsters alike, and who "grows up" to become a high-level hero is only revealed during play. Zapp *) fans of Under Siege will appreciate the time when the players attacked the goblin tribe (or was it some Underdark race, can't remember) and their cook enjoyed incredible luck, never getting killed and also being able to escape to fight another day... the players became fascinated with that individual, giving it a name, and cheering on when I upgraded it. They almost felt sad when they finally killed it :cool: Wonderful stuff like that can't happen if the game or the GM has predetermined "you're only a mook, you have zero prospects". And the point is: such mook rules simply aren't needed in any iteration of D&D where low-level creatures have so few hit points that a few hits kills them anyway. In other words: the problem is with hit point inflation and designs like 5E where too many monsters are just big bags of hit points. tl;dr: Much better than mook rules are games where low level creatures simply fall to a few swings from high level creatures [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Free 60+ page Guide to Sword & Sorcery for 5E D&D
Top