Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Idea to handle the "ghoul problem"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Li Shenron" data-source="post: 6153889" data-attributes="member: 1465"><p>I was about to say the same.</p><p></p><p>Each attack has often (always?) be described so that it's not strictly one swing, but could be a bunch of attempts in 6 seconds. At least in case of melee, since with ranged attacks it gets harder to see it that way if you want to keep track of ammunition.</p><p></p><p>There is hardly a reason for having multiple attacks, except for attacking multiple creatures in the same round.</p><p></p><p>So I agree, they should give a monster multiple attacks only rarely. For instance when they want to <em>emphasize </em>one of these cases:</p><p></p><p>- a fast ranged attack monsters, such as a creature shooting rays, striking with extended lots of whip-like tentacles, throwing rocks quickly etc.</p><p></p><p>- a melee attack monsters that is especially capable when surrounded by enemies, either a large creature cleaving through them or a creature with lots of arms/tentacles</p><p></p><p>- a monster with plain superhuman speed</p><p></p><p>Ghouls are neither of them, although in some tales I think they've been depicted as being faster than people. But in general, multiattacks should be rare so that the difference with normal monsters is going to be emphasized, and the battle is more memorable.</p><p></p><p>------------------------------------------------</p><p></p><p>EDIT:</p><p></p><p>Also it would be nice to include guidelines/suggestions about how the DM should run & describe multiattacks, because IMHO the main problem is that (1) they represent a FAST monster but (2) they are SLOW to run. So this is kind of counterproductive...</p><p></p><p>If you want to deliver the <em>feel</em> of a FAST monster, I think the DM should use some trick here. E.g. don't roll the giant octopus' 4 attacks in sequence, instead take a minute to roll all of them behind the screen, and announce all the results together at once. That might give the players the feel that the octopus is striking 4 targets at the same time. Or write down the PC's AC on a small paper, put it in the middle of the table, then roll 4d20 in sequence for the evil archer's attacks, but be quick about announcing the results (maybe roll damage dice at the same time, but don't wait for the player to update her HP each time) before the next roll.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6153889, member: 1465"] I was about to say the same. Each attack has often (always?) be described so that it's not strictly one swing, but could be a bunch of attempts in 6 seconds. At least in case of melee, since with ranged attacks it gets harder to see it that way if you want to keep track of ammunition. There is hardly a reason for having multiple attacks, except for attacking multiple creatures in the same round. So I agree, they should give a monster multiple attacks only rarely. For instance when they want to [I]emphasize [/I]one of these cases: - a fast ranged attack monsters, such as a creature shooting rays, striking with extended lots of whip-like tentacles, throwing rocks quickly etc. - a melee attack monsters that is especially capable when surrounded by enemies, either a large creature cleaving through them or a creature with lots of arms/tentacles - a monster with plain superhuman speed Ghouls are neither of them, although in some tales I think they've been depicted as being faster than people. But in general, multiattacks should be rare so that the difference with normal monsters is going to be emphasized, and the battle is more memorable. ------------------------------------------------ EDIT: Also it would be nice to include guidelines/suggestions about how the DM should run & describe multiattacks, because IMHO the main problem is that (1) they represent a FAST monster but (2) they are SLOW to run. So this is kind of counterproductive... If you want to deliver the [I]feel[/I] of a FAST monster, I think the DM should use some trick here. E.g. don't roll the giant octopus' 4 attacks in sequence, instead take a minute to roll all of them behind the screen, and announce all the results together at once. That might give the players the feel that the octopus is striking 4 targets at the same time. Or write down the PC's AC on a small paper, put it in the middle of the table, then roll 4d20 in sequence for the evil archer's attacks, but be quick about announcing the results (maybe roll damage dice at the same time, but don't wait for the player to update her HP each time) before the next roll. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Idea to handle the "ghoul problem"
Top