Humans as monsters - many varieties needed


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Gang entries for humanoids are one of the few places that I'm on the fence with 4e. It deliberately puts different species at different level ranges, and feels a little video gamey to me. At the same time I've really liked the gang entries I've seen thus far. I like how they work together. Talk about indecisive.

I'm hoping we get for humans about what we got for orcs. Basic, generic, combatants. Commoners, tradespeople, and other non combat types are minions.

A lot about how I feel about these gang entry humanoids is riding on the monster modifications rules in the DMG. When I'm sure I can run a fluid campaign and introduce the species I want, in the level range I want, I'll be a lot happier.
 

Why can't nobles be minions? Sure, some practice fencing and swordplay, but others just sit on top of piles of money all day. I want the latter ones to go down easier than a Level 3 Zombie Minion, at least.
 

zoroaster100 said:
I think I remember one of the podcasts mentioning they'd be an entry for humans in the monster manual. But given that many DMs like to run city adventures and such, and low-magic campaigns, I am hoping the entry will provide a lot of variety in types of "human monsters" such as guards, thugs, nobles, mages, priests, etc. and warriors with many different fighting styles based on different primary and secondary weapons, and with different combat abilities so that you can have many different and interesting battles with humans that don't get too repetitive.

If this is not provided in the Monster Manual, I hope third party publishers fill this need with a whole book of NPC type human and other player character race "monsters".

You can (and I'm planning on doing this) reskin other monsters and just play them up as <whatever>. Drop the racial trait (shifty, goblin tactics), replace it if you need to, maybe tweak the stats and its pretty much done. Useful for me, since I'm ditching a lot of races.
 

I wonder if they'll be in the DMG... much like the NPC tables were that gave you the expected stuff for a random class NPC. I referenced that section frequently and would love to see a good 10 pages of back to back fluffless versions of each of the core races. Wouldn't necessarily be PC classes, but maybe have an individual race common class structure... that is... some races might have 3 defender-type builds and only 1 controller build while other races might have several different controller builds and only 1 defender based on the flavor of the race. It could also sort of ignore the classes and keep the statblocks simple much like the Tiefling Skirmisher in Fallcrest.

That's what I'd hope for anyway...
 

ZetaStriker said:
Why can't nobles be minions? Sure, some practice fencing and swordplay, but others just sit on top of piles of money all day. I want the latter ones to go down easier than a Level 3 Zombie Minion, at least.


A few years ago I ran a game where the main bad guy was a rich noble known for being a duilist. At 14th level 6 PCs mowed through his elite gaurds where they faced him and his Primary advisor, He was an Arsticrate 3, and his advisor was a Adept 5.

Thinking forward imagin the look on a PCs face when they fight through elite and solo monsters to finaly meet the evil vile king, who is a minion, one hit puff... ;)
 

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