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How do you play YOUR monsters?
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<blockquote data-quote="drunkmoogle" data-source="post: 1486321" data-attributes="member: 18336"><p>How do you play your monsters? Do you play them dumb and stupid or cunning to the point of munchkinism? Do you give it any thought before running a game?</p><p></p><p>Well, here's my system for d20. I just want to see some feedback or find out if anybody else has a similar system so that I can revise this.</p><p></p><p>Int 1-2: Dumb animal. Attacks the closest target, or the target that hit it hardest last round. If it has multiple attacks, it spreads it out among all targets. Does not utilize 5' step, does not intentionally flank, provokes AoOs withdrawing, but usually withdraws too late. Does not utilize stealth techniques or ambushes.</p><p>-Example: Animals</p><p></p><p>Int 3-4: Smart (er) animal. Attacks targets it perceives to be the greatest threat to self, or whoever hit it hardest last round. Multiple attacks are concentrated on one target. Does not intentionally use flanking. Does not utilize 5' step. Utilizes stealth, but typically does not have the coordination for ambushes. Usually withdraws too late. </p><p>-Example: Lesser Elementals</p><p></p><p>Int 5-6: Dumb Humanoid. Usually knows who the greatest threat is, sans spellcasters. Attacks greatest threat to self. Knows how to utilize terrain and own skills to its advantage. Uses flanking to its advantage, but does not go out of its way to do it. Utilizes 5' step, and has coordination for simple ambushes. Sometimes makes simple traps. Does not learn much from past experiences. Usually withdraws too late.</p><p>-Example: Ogres, Orcs</p><p></p><p>Int 7-10: Smart (er) Humanoid. Can use trickery and deception effectively. Knows who the greatest threat is, but attacks the greatest threat to the group. Spellcasters need sharp, pointy implements aimed at them. Utilizes flanking, ambushes, and stealth effectively. Uses 5' step, and learns from past experiences. Uses one-shot resources (like potions) effectively. Listens to commands effectively. Simple, effective traps are used. Attempts to parley with the party before it's too late.</p><p>-Example: Your average min-maxing fighter type, a smart orc.</p><p></p><p>Int 11-14: Cunning Humanoid. Fights tactically and commands his mooks / listens to commands effectively. Uses one-shot resources effectively. Usually smart enough to determine who is loyal to him. Knows the intricacies of the DnD combat system. Utilizes information given to him effectively. Seeks out alternatives to combat before it starts, minimizing risk to himself.</p><p>-Example: A drill sargent (sp?), a wizard's apprentice.</p><p></p><p>Int 15+: Munchkin. Crazy tricks and techniques, like the stunts my players pull (Shatter + Dispel Magic, Polymorph/Alter Self wackiness, Multiclassing into 4+ classes, etc.). Knows the intricacies of the DnD combat system, along with knowing the DMG and PHB by heart. Sizes the party up with a mere glance. Hard to surprise him. Usually rich and successful, though there are a few savant slackers in the world.</p><p>-Example: A successful wizard, a cunning rogue, a mature dragon.</p><p></p><p>Some exceptions apply, especially with the lower range (1 to 6). For example, a Wolf is a pack hunter, thus it would utilize flanking and 5' steps. For the upper range (7 to 15+), ranks in Knowledge: Tactics raise their effectiveness by the number of ranks put in.</p></blockquote><p></p>
[QUOTE="drunkmoogle, post: 1486321, member: 18336"] How do you play your monsters? Do you play them dumb and stupid or cunning to the point of munchkinism? Do you give it any thought before running a game? Well, here's my system for d20. I just want to see some feedback or find out if anybody else has a similar system so that I can revise this. Int 1-2: Dumb animal. Attacks the closest target, or the target that hit it hardest last round. If it has multiple attacks, it spreads it out among all targets. Does not utilize 5' step, does not intentionally flank, provokes AoOs withdrawing, but usually withdraws too late. Does not utilize stealth techniques or ambushes. -Example: Animals Int 3-4: Smart (er) animal. Attacks targets it perceives to be the greatest threat to self, or whoever hit it hardest last round. Multiple attacks are concentrated on one target. Does not intentionally use flanking. Does not utilize 5' step. Utilizes stealth, but typically does not have the coordination for ambushes. Usually withdraws too late. -Example: Lesser Elementals Int 5-6: Dumb Humanoid. Usually knows who the greatest threat is, sans spellcasters. Attacks greatest threat to self. Knows how to utilize terrain and own skills to its advantage. Uses flanking to its advantage, but does not go out of its way to do it. Utilizes 5' step, and has coordination for simple ambushes. Sometimes makes simple traps. Does not learn much from past experiences. Usually withdraws too late. -Example: Ogres, Orcs Int 7-10: Smart (er) Humanoid. Can use trickery and deception effectively. Knows who the greatest threat is, but attacks the greatest threat to the group. Spellcasters need sharp, pointy implements aimed at them. Utilizes flanking, ambushes, and stealth effectively. Uses 5' step, and learns from past experiences. Uses one-shot resources (like potions) effectively. Listens to commands effectively. Simple, effective traps are used. Attempts to parley with the party before it's too late. -Example: Your average min-maxing fighter type, a smart orc. Int 11-14: Cunning Humanoid. Fights tactically and commands his mooks / listens to commands effectively. Uses one-shot resources effectively. Usually smart enough to determine who is loyal to him. Knows the intricacies of the DnD combat system. Utilizes information given to him effectively. Seeks out alternatives to combat before it starts, minimizing risk to himself. -Example: A drill sargent (sp?), a wizard's apprentice. Int 15+: Munchkin. Crazy tricks and techniques, like the stunts my players pull (Shatter + Dispel Magic, Polymorph/Alter Self wackiness, Multiclassing into 4+ classes, etc.). Knows the intricacies of the DnD combat system, along with knowing the DMG and PHB by heart. Sizes the party up with a mere glance. Hard to surprise him. Usually rich and successful, though there are a few savant slackers in the world. -Example: A successful wizard, a cunning rogue, a mature dragon. Some exceptions apply, especially with the lower range (1 to 6). For example, a Wolf is a pack hunter, thus it would utilize flanking and 5' steps. For the upper range (7 to 15+), ranks in Knowledge: Tactics raise their effectiveness by the number of ranks put in. [/QUOTE]
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