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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Gnolls (and other evil things)
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<blockquote data-quote="VenerableBede" data-source="post: 8496357" data-attributes="member: 7032917"><p>It sounds like you really like gnolls! I'd recommend just not playing them that way at your table, then, since I doubt the <em>Monstrous Menagerie</em> is ever getting a rewrite—and since the player options for gnolls, at least as presented in <em>Zeitgeist</em>, step away from the inherent evil anyway.</p><p></p><p>That said, I think it makes sense for the <em>Monstrous Menagerie</em> to lean into the evil—or at least reason to be combative and violent, something to fight—of most creatures within it. After all, it's a collection of stat blocks that will mostly be used for combat, so the focus is on reasons why we'd fight those things. Most adventuring parties being good—or at least neutral—they are much more likely to fight an evil band of marauding gnolls (or orcs, or goblins, or sahuagin, etc) than a good convent of gnoll nuns just looking to hug some people. I also think it makes sense for character options in a book like <em>Zeitgeist</em> to lean into the duality of any character option, because that prevents players from being pigeonholed (rather, feeling pigeonholed, since players should always make things their own anyway) when making their characters.</p></blockquote><p></p>
[QUOTE="VenerableBede, post: 8496357, member: 7032917"] It sounds like you really like gnolls! I'd recommend just not playing them that way at your table, then, since I doubt the [I]Monstrous Menagerie[/I] is ever getting a rewrite—and since the player options for gnolls, at least as presented in [I]Zeitgeist[/I], step away from the inherent evil anyway. That said, I think it makes sense for the [I]Monstrous Menagerie[/I] to lean into the evil—or at least reason to be combative and violent, something to fight—of most creatures within it. After all, it's a collection of stat blocks that will mostly be used for combat, so the focus is on reasons why we'd fight those things. Most adventuring parties being good—or at least neutral—they are much more likely to fight an evil band of marauding gnolls (or orcs, or goblins, or sahuagin, etc) than a good convent of gnoll nuns just looking to hug some people. I also think it makes sense for character options in a book like [I]Zeitgeist[/I] to lean into the duality of any character option, because that prevents players from being pigeonholed (rather, feeling pigeonholed, since players should always make things their own anyway) when making their characters. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Gnolls (and other evil things)
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