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General Tabletop Discussion
*Dungeons & Dragons
Low CRs and "Boring" Monsters: Ogre
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<blockquote data-quote="Dualazi" data-source="post: 6987212" data-attributes="member: 6855537"><p>I don't disagree. The ogre (or any creature) can dash, hide, grapple etc. or improvise weapons, the problem is they're frequently so bad at it (by RAW) that it's a non-option. The cow example used earlier is a great example of that. Even if you house-rule that it can be thrown, it would be an improvised range weapon, which would make it have garbage range and damage. If you go by the printed ruleset it turns a cool encounter opener into a free turn for the players.</p><p></p><p></p><p></p><p>By the end of 4e, you could fit the monster math on a business card, so no, at a given level it was not a strenuous feat to figure out what the hit roll was. In fact, that was a major complaint people had about the system; that they felt they didn't progress and instead remained static. Spell DC is no more or less consistent than this, since it's still dependent on the creature's stats and expertise, which is exactly what 4e used.</p><p></p><p>Instead of memorizing monster options, you instead memorize spells, then you realize you have to look them up again if there's any change in their slot expenditure, or if you forget anything about them, since they aren't printed alongside the actual creature. Spells also lack granularity, as the ones that can't be upped in slot level result in a weird situation where every creature that can teleport does so in exactly the same fashion and distance. This is why slapping spells like <em>Misty Step</em> on monsters in place of a teleport ability or move speed is lazy.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 6987212, member: 6855537"] I don't disagree. The ogre (or any creature) can dash, hide, grapple etc. or improvise weapons, the problem is they're frequently so bad at it (by RAW) that it's a non-option. The cow example used earlier is a great example of that. Even if you house-rule that it can be thrown, it would be an improvised range weapon, which would make it have garbage range and damage. If you go by the printed ruleset it turns a cool encounter opener into a free turn for the players. By the end of 4e, you could fit the monster math on a business card, so no, at a given level it was not a strenuous feat to figure out what the hit roll was. In fact, that was a major complaint people had about the system; that they felt they didn't progress and instead remained static. Spell DC is no more or less consistent than this, since it's still dependent on the creature's stats and expertise, which is exactly what 4e used. Instead of memorizing monster options, you instead memorize spells, then you realize you have to look them up again if there's any change in their slot expenditure, or if you forget anything about them, since they aren't printed alongside the actual creature. Spells also lack granularity, as the ones that can't be upped in slot level result in a weird situation where every creature that can teleport does so in exactly the same fashion and distance. This is why slapping spells like [I]Misty Step[/I] on monsters in place of a teleport ability or move speed is lazy. [/QUOTE]
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