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How would you improve monsters?
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<blockquote data-quote="Quickleaf" data-source="post: 8149399" data-attributes="member: 20323"><p>I'm going to pick on the kobold because it does a good job illustrating what I'd change about monsters.</p><p></p><p><img src="https://i.pinimg.com/originals/20/34/b4/2034b4df47cbd3506edb9ea263ce6b52.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>1. Superfluous Stats & Wasted Space</strong></p><p>For starters, the Urd / Winged Kobold stat block is pretty much superfluous because it's so similar to the baseline kobold. I'd start by nixing that, and instead mention somewhere in the monster lore "fly 30 feet" and be done with it.</p><p></p><p>Additionally, the Kobold stat block has an empty space right of AC, HP, and Speed. I'd utilize this space either by (1) rearrange the layout to use the shield icon for AC, a circle around hit points, and a diamond (or other icon) around speed; or (2) include some descriptors such as "smells like wet dog" for the DM to hang his or her own physical descriptions of the monster on; or (3) moving Senses, Language, and Challenge there.</p><p></p><p>More broadly, we see tons of replication of features throughout the Monster Manual (e.g. Sunlight Sensitivity and Pack Tactics). While that sort of repetition is useful for database creation – where the original context may be lacking – for <em>book presentation, </em>it might be simpler to have a Kobold Traits section right up front (see below) and then the various kobold types written up as smaller stat blocks (without replicating those common kobold traits).</p><p></p><p></p><p></p><p><strong>2. Follow Through on the Lore</strong></p><p>There are two things mentioned in their lore – they are all about strength in numbers & they are trap builders – which get little representation beyond Pack Tactics. Instead, I would include something like Lair Actions for an entire kobold clan (see below) and I would include a d8, d10, or d12 list of kobold traps which would get short descriptions on the following second page.</p><p></p><p></p><p></p><p></p><p></p><p><strong>3. MORE ATTENTION TO WEAKNESSES</strong></p><p>Kobolds are "craven" and suffer "Sunlight Vulnerability." A bit more needs to be said about these in an "Encounters with Kobolds" section (which should also cover their tactics).</p><p></p><p>When do they flee? Kobolds should be running most of the time unless they have overwhelming advantage. Overtly stating what the kobold brand of guerilla fighting looks like would be good. Also, if there are particular monsters (e.g. cave fishers) or things (e.g. magical lights) that kobolds fear, that should be mentioned as that's something players could leverage.</p><p></p><p>One of the problems with Sunlight Sensitivity is that it's really hard – barring a few spells – for that to be an option for players to exploit. This can be addressed both in terms of encounter design (e.g. including shafts to the surface which can be broken open to spill light into the tunnels) and in the way Sunlight Sensitivity is written (e.g. allowing bursts of bright light to temporarily blind or frighten or repel kobolds).</p><p></p><p><strong>4. ENCOUNTER BUILDING SECTION</strong></p><p>I want to know that kobold pressure plates are usually designed to go off only when 50+ pounds are placed on them, allowing kobolds to scurry across in single file without triggering the plate. That's valuable encounter building information.</p><p></p><p>I want to know the typical "kobold scouting party" composition in terms of how many regular kobolds, how many slingers, any inventors or trapsmiths, and so forth. Or at least an understanding of how the different types of kobolds contribute to their tactics. Based on their stats, I'd assume darkness and herding into hazards/traps plays a big part in their tactics, but the MM make no mention of it.</p><p></p><p>I also want to know how kobolds talk, including a quick example of their "yip-yap" speech pattern (in text this can just be a quote, while on a database it could be a sound byte), and what speaking with a kobold / parlaying with a kobold clan is like.</p><p></p><p>And I want to know what kobold society is like. What do kobolds value? What do they view as bad or undesirable? This isn't just for world-building and adventure design, but can be directly relevant to portraying kobolds in a non-combat encounter.</p><p></p><p>Potentially a random table pertaining to role-playing a kobold would be appreciated, if there were space. Or it could merge some of those things I mentioned about what talking to kobolds is like and what kobolds value.</p><p></p><p><strong>5. VARIATIONS ON THE THEME</strong></p><p>For sentient monsters that are typically encountered in large groups – most of the classically evil-aligned humanoids – I think there can be ways to introduce more variety without necessarily going the full-blown stat blocks route (which eats up page space).</p><p></p><p>One way to handle this is the separation of universal kobold traits from the stat blocks which focus on interesting unique things that kobold commandos, kobold dragonshields, kobold master trapsmiths, kobold slingers, and kobold wyrmpriests can do. It saves <em>some </em>space, but not enough to include all these variations on a two-page monster spread.</p><p></p><p>Another option I'm borrowing from an old post of mine (<a href="https://www.enworld.org/threads/the-neglected-kobold.368111/" target="_blank">The Neglected Kobold</a>) which lays out the essence of the "monster themes" ideas. The issue here is ease-of-use because, for example, running a Kobold Slinger, expects the DM to either do additional maths on the fly or write up some shorthand stats for the Kobold Slinger during prep.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8149399, member: 20323"] I'm going to pick on the kobold because it does a good job illustrating what I'd change about monsters. [IMG]https://i.pinimg.com/originals/20/34/b4/2034b4df47cbd3506edb9ea263ce6b52.jpg[/IMG] [B]1. Superfluous Stats & Wasted Space[/B] For starters, the Urd / Winged Kobold stat block is pretty much superfluous because it's so similar to the baseline kobold. I'd start by nixing that, and instead mention somewhere in the monster lore "fly 30 feet" and be done with it. Additionally, the Kobold stat block has an empty space right of AC, HP, and Speed. I'd utilize this space either by (1) rearrange the layout to use the shield icon for AC, a circle around hit points, and a diamond (or other icon) around speed; or (2) include some descriptors such as "smells like wet dog" for the DM to hang his or her own physical descriptions of the monster on; or (3) moving Senses, Language, and Challenge there. More broadly, we see tons of replication of features throughout the Monster Manual (e.g. Sunlight Sensitivity and Pack Tactics). While that sort of repetition is useful for database creation – where the original context may be lacking – for [I]book presentation, [/I]it might be simpler to have a Kobold Traits section right up front (see below) and then the various kobold types written up as smaller stat blocks (without replicating those common kobold traits). [B]2. Follow Through on the Lore[/B] There are two things mentioned in their lore – they are all about strength in numbers & they are trap builders – which get little representation beyond Pack Tactics. Instead, I would include something like Lair Actions for an entire kobold clan (see below) and I would include a d8, d10, or d12 list of kobold traps which would get short descriptions on the following second page. [B]3. MORE ATTENTION TO WEAKNESSES[/B] Kobolds are "craven" and suffer "Sunlight Vulnerability." A bit more needs to be said about these in an "Encounters with Kobolds" section (which should also cover their tactics). When do they flee? Kobolds should be running most of the time unless they have overwhelming advantage. Overtly stating what the kobold brand of guerilla fighting looks like would be good. Also, if there are particular monsters (e.g. cave fishers) or things (e.g. magical lights) that kobolds fear, that should be mentioned as that's something players could leverage. One of the problems with Sunlight Sensitivity is that it's really hard – barring a few spells – for that to be an option for players to exploit. This can be addressed both in terms of encounter design (e.g. including shafts to the surface which can be broken open to spill light into the tunnels) and in the way Sunlight Sensitivity is written (e.g. allowing bursts of bright light to temporarily blind or frighten or repel kobolds). [B]4. ENCOUNTER BUILDING SECTION[/B] I want to know that kobold pressure plates are usually designed to go off only when 50+ pounds are placed on them, allowing kobolds to scurry across in single file without triggering the plate. That's valuable encounter building information. I want to know the typical "kobold scouting party" composition in terms of how many regular kobolds, how many slingers, any inventors or trapsmiths, and so forth. Or at least an understanding of how the different types of kobolds contribute to their tactics. Based on their stats, I'd assume darkness and herding into hazards/traps plays a big part in their tactics, but the MM make no mention of it. I also want to know how kobolds talk, including a quick example of their "yip-yap" speech pattern (in text this can just be a quote, while on a database it could be a sound byte), and what speaking with a kobold / parlaying with a kobold clan is like. And I want to know what kobold society is like. What do kobolds value? What do they view as bad or undesirable? This isn't just for world-building and adventure design, but can be directly relevant to portraying kobolds in a non-combat encounter. Potentially a random table pertaining to role-playing a kobold would be appreciated, if there were space. Or it could merge some of those things I mentioned about what talking to kobolds is like and what kobolds value. [B]5. VARIATIONS ON THE THEME[/B] For sentient monsters that are typically encountered in large groups – most of the classically evil-aligned humanoids – I think there can be ways to introduce more variety without necessarily going the full-blown stat blocks route (which eats up page space). One way to handle this is the separation of universal kobold traits from the stat blocks which focus on interesting unique things that kobold commandos, kobold dragonshields, kobold master trapsmiths, kobold slingers, and kobold wyrmpriests can do. It saves [I]some [/I]space, but not enough to include all these variations on a two-page monster spread. Another option I'm borrowing from an old post of mine ([URL='https://www.enworld.org/threads/the-neglected-kobold.368111/']The Neglected Kobold[/URL]) which lays out the essence of the "monster themes" ideas. The issue here is ease-of-use because, for example, running a Kobold Slinger, expects the DM to either do additional maths on the fly or write up some shorthand stats for the Kobold Slinger during prep. [/QUOTE]
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