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I think I am going to stop using solo monsters.
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<blockquote data-quote="The Crimson Binome" data-source="post: 7043498" data-attributes="member: 6775031"><p>If family was meant to be a resource which factored into the game, at that level, then it would have a mechanical interaction with those resources. For example, back in the 3.x era, there was at least one game which offered an "inheritance" feat that gave you cash from a family member having died; and I think Eberron had several chains of feats, and possibly a prestige class, which required certain family connections to take.</p><p></p><p>If you want to write up a whole sub-system for family resources, where each of various connections has some sort of codified benefits and drawbacks, then that's one thing. If you're just going to ad-hoc throw random benefits and drawbacks based on family, and the players have no way of knowing what to expect, then that's not a <em>meaningful</em> decision; and thus, it is not an aspect of the <em>resource management</em>.</p><p></p><p>Although, offering <em>some</em> mechanical incentive to have living family is still preferable to having <em>no</em> incentive for having family, as is typically the case with evil DMs who go out of their way to torture their NPCs.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7043498, member: 6775031"] If family was meant to be a resource which factored into the game, at that level, then it would have a mechanical interaction with those resources. For example, back in the 3.x era, there was at least one game which offered an "inheritance" feat that gave you cash from a family member having died; and I think Eberron had several chains of feats, and possibly a prestige class, which required certain family connections to take. If you want to write up a whole sub-system for family resources, where each of various connections has some sort of codified benefits and drawbacks, then that's one thing. If you're just going to ad-hoc throw random benefits and drawbacks based on family, and the players have no way of knowing what to expect, then that's not a [I]meaningful[/I] decision; and thus, it is not an aspect of the [I]resource management[/I]. Although, offering [I]some[/I] mechanical incentive to have living family is still preferable to having [I]no[/I] incentive for having family, as is typically the case with evil DMs who go out of their way to torture their NPCs. [/QUOTE]
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I think I am going to stop using solo monsters.
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