• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Monster Manuals: Things You Don't Kill

When designing, the first thing I do is look at the rough level range of the adventure I'm creating. Then I make a list of the creatures that fall into that level range. Then I pick the monsters that either fit the theme I'm incorporating into the adventure, or monsters I can respec fairly easily to fit into the theme of the adventure.

For me, the DDI is for this way -- the way you usually do it. A searchable database. And I'd love to have more in there than "things to beat up." I'd love to see encounters keyed to critters that involved things other than raw combat, too. I want to see the skill challenge involved in uncovering the wererat's true identity laid out for me along with the wererat's combat stats, ideally.

I can't think of a time I've every worked in the other direction - Hrm, here's monster X, what interesting adventure can I make from what I have here? It's just never occured to me to work that way.

For me, this is how I use a monster book. A compendium of plot ideas. And I'd love to have more in there than "things to beat up." I want to see mini-adventures and hooks dangling from every angle and story information that compels me to include the monster in a future adventure.

From my perspective, the idea of including things that aren't there to kill is essential both to my direct and indirect prep time, as a DM.
 

log in or register to remove this ad



I would love to see the whole Monster Manual concept broken down into three books:

  1. Book of Hunt. A book about all of the monsters that would be suggested you find in a military or hunting situation. This would cover most of the animals (normal and dire) here. All normal Monster Manual conventions would apply.
  2. The Little Black Book of Monsters. This would be the list of monster where their attacks are more along a social encounter (nymphs, succubi, angels, most deities and their avatars/agents). Stats would be minimal, but reflect what their social skills modifiers would be. In other words, these are the monsters I might ask hit upon. If you know what I mean.
  3. Draconomicon. Some monsters could be found equally in fighting or social scenarios so I would suggest that such monsters be given their own book to flesh out most of the ways the players could interact with them. So this would include such monsters as Dragons, Dopplegangers, any races, and so on.
 

For me, the DDI is for this way -- the way you usually do it. A searchable database. And I'd love to have more in there than "things to beat up." I'd love to see encounters keyed to critters that involved things other than raw combat, too. I want to see the skill challenge involved in uncovering the wererat's true identity laid out for me along with the wererat's combat stats, ideally.



For me, this is how I use a monster book. A compendium of plot ideas. And I'd love to have more in there than "things to beat up." I want to see mini-adventures and hooks dangling from every angle and story information that compels me to include the monster in a future adventure.

From my perspective, the idea of including things that aren't there to kill is essential both to my direct and indirect prep time, as a DM.

The inclusion of sample non-combat encounters is a good idea. Add in two or three skill challenges for any given monster that might need it - admittedly not every monster really needs it. I could really get behind that idea actually.

Far more than the inclusion of yet more gaming fiction in a monster description.

Does sound like a bucket full of work, but, you could have a few basic framework pieces hung onto monster descriptions, like the way you have the knowledge check bits now. Something like:

Discover the were-rat's identity - Difficulty medium, core skills: streetwise, knowledge (dungeoneering? What is it for lycanthropes IDHTBIFOM), and maybe history?
Recognise the presence of were-rats - Difficulty hard, core skills Perception, Streetwise, Nature.

And then give suggested rewards for each.

That's a cool idea and wouldn't clutter up the monster descriptions overmuch.
 

Encounter doesn't mean combat. Any of the monsters in the Monster Manuals can have a vast variety of interactions with the PCs.

Though mindless creatures with opposing alignments might be tough. But even then a dog might prefer a good steak over a sword swing.
 

Into the Woods

Remove ads

Top