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*Pathfinder & Starfinder
Grim-n-Gritty: Revised and Simplified
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<blockquote data-quote="doghead" data-source="post: 1588284" data-attributes="member: 8243"><p>I think that one of the underlying intentions of the system is make it very dangerous to go toe-to-toe with an large monster like an ogre or dragon. Ken posted a sample of play where 4 4th level characters did this and got slaughtered in a few rounds. On the other hand, it makes the 'ordinary' monsters (ie: orcs, gnolls, bugbears, hobgoblins and goblins) potentially much more challenging, and thus interesting. Even the higher level characters won't be able to just shrug off a band of goblin worg riders (especially if I can learn to play them right <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ).</p><p></p><p>Both of these things are advantages in my opinion. The common monsters will play a significant recurring role - better reflecting their stonger presense in the world. The exotic ones will appear only occasionally, and will be taken on with only a great deal of planning. </p><p></p><p>I can understand how the thought of spending the entire campaign planning ambushes for large monsters could be a little off putting. One solution lies in changing the nature of the campaigns. Start with a raiding party of orcs. If your players are fairly used to battling larger monsters, it might come as a rude shock to find the orcs (especially raging ones) proving to be dangerous opponents. If it were me, I'd play the orcs to the full - a couple of kills/having to retreat might get the players respect for the more 'ordinary' monsters. It could be followed by a number of things - rescue someone captured in the raid; find and kill the orc chieftan; get out of the area alive.</p><p></p><p>Hope that that helps.</p></blockquote><p></p>
[QUOTE="doghead, post: 1588284, member: 8243"] I think that one of the underlying intentions of the system is make it very dangerous to go toe-to-toe with an large monster like an ogre or dragon. Ken posted a sample of play where 4 4th level characters did this and got slaughtered in a few rounds. On the other hand, it makes the 'ordinary' monsters (ie: orcs, gnolls, bugbears, hobgoblins and goblins) potentially much more challenging, and thus interesting. Even the higher level characters won't be able to just shrug off a band of goblin worg riders (especially if I can learn to play them right :p ). Both of these things are advantages in my opinion. The common monsters will play a significant recurring role - better reflecting their stonger presense in the world. The exotic ones will appear only occasionally, and will be taken on with only a great deal of planning. I can understand how the thought of spending the entire campaign planning ambushes for large monsters could be a little off putting. One solution lies in changing the nature of the campaigns. Start with a raiding party of orcs. If your players are fairly used to battling larger monsters, it might come as a rude shock to find the orcs (especially raging ones) proving to be dangerous opponents. If it were me, I'd play the orcs to the full - a couple of kills/having to retreat might get the players respect for the more 'ordinary' monsters. It could be followed by a number of things - rescue someone captured in the raid; find and kill the orc chieftan; get out of the area alive. Hope that that helps. [/QUOTE]
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