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Improvising Encounters - hard?
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<blockquote data-quote="Wik" data-source="post: 4952753" data-attributes="member: 40177"><p>There are a few problems I have with that. First, I'm not familiar with every monster in the book. When I grab a couple of monsters and make on the fly changes, I'm still not familiar with all of their powers, meaning tactics and powers are not necessarily as perfect as they should be.</p><p></p><p>Monster powers don't sync up with one another all the time, either. Which can contribute for a weaker monster. </p><p></p><p>Also, there's the physical problems with ad-hoccing. If I run an encounter with, say, three pirates (from the MM 2), a zombie (from MM1), and, um, a Spriggan (Mm2), I'm flipping through pages of one book, and have another book open. </p><p></p><p>It is doable, for sure. BUT, the 4e/3e systems do not lend themselves particularly well to it, as compared to other games, where monster/enemy creation can be done incredibly quickly, which was my original point. </p><p></p><p>For what it's worth, I'm currently working on a system that would let me improvise monsters - essentially prepared statblocks by role, where the GM can plug in numbers and play. So far, my playtests show the power levels are about the same.</p></blockquote><p></p>
[QUOTE="Wik, post: 4952753, member: 40177"] There are a few problems I have with that. First, I'm not familiar with every monster in the book. When I grab a couple of monsters and make on the fly changes, I'm still not familiar with all of their powers, meaning tactics and powers are not necessarily as perfect as they should be. Monster powers don't sync up with one another all the time, either. Which can contribute for a weaker monster. Also, there's the physical problems with ad-hoccing. If I run an encounter with, say, three pirates (from the MM 2), a zombie (from MM1), and, um, a Spriggan (Mm2), I'm flipping through pages of one book, and have another book open. It is doable, for sure. BUT, the 4e/3e systems do not lend themselves particularly well to it, as compared to other games, where monster/enemy creation can be done incredibly quickly, which was my original point. For what it's worth, I'm currently working on a system that would let me improvise monsters - essentially prepared statblocks by role, where the GM can plug in numbers and play. So far, my playtests show the power levels are about the same. [/QUOTE]
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