Monsters are more than their stats

One thing that's worth considering--what are fourth edition published modules likely to do with this philosophy? There are two precedents that one should think about.

First D&D minis: There are only three released sets of stats and we already have sneak attack that works when confused for some creatures but that doesn't for others. We have at least two versions of the hide ability as well. (The astral stalker can hide behind its allies; some of the more recently released minis with hide can't). We've also been through two (or is it three iterations of lines and have an erratta document that at least seems longer and more significant than the official clarification for the first edition minis game was when I started (which was about three years after the game first came out--just before war drums). Part of the significance of the clarifications may be that now I am an experienced hand looking to get my third trip to the championships at Gen Con, and am combing through the rules in more minute detail. Part of it is also building off of resolution tools that were developed in the previous edition. (The attack resolution sequence, for instance, was not spelled out in as much detail as it currently is until after I started playing DDM). But I think that part of it is a function of the design philosophy. If you are going to have a very small set of core rules and options and a very large set of special case rules, you are going to spend more time cleaning up the special case rules than if you have a relatively large set of core rules and a small set of special case rules.

What does this have to do with the question? It seems to me that all plot abilities are falling into the area of "special case rules." There is no general rule for what a succubus needs to do to keep the king enthralled. It's a rule that is made up new for each succubus and each king. That can lead to interesting adventures because you don't know exactly what to expect, but it also leads to several challenges.

1. "These bears are are angry over the death of their druid and are immune to calm animals or charm animal spells." One of the best example of bad special case rules comes from an early Living Greyhawk mod I played. The PCs are attacked by bears with the special note written above in the modules text. As my friend (who actually ran that mod for me) commented, "Gee, I wish my barbarian could get so angry he could be immune to hold person. All he gets for raging is a lousy +2 to his will save." In short, special case rules may be designed to counteract abilities that should work (if calm animals isn't supposed to stop angry bears from attacking you, I don't know what it IS for) simply because the author didn't want the solution to be too easy. In the succubus example it would be "yeah, the mirror of Pelor doesn't work on this succubus because this succubus requires the green keycard instead of Pelor's mirrored keycard."

(For other examples of this kind of special case rules stupidity, see "the hydras are buried under the sand. If the players specifically say that their characters are looking for monsters buried under the sand, they get a spot check; otherwise the hydras get an automatic surprise round.") At least in the Theocracy of the Pale and the Duchy of Urnst regions, I know that Living Greyhawk triads worked hard to get authors to stop making special case rules like that and that, as a result of sticking closer to the rules, we ended up with generally improved mods.

Moving plot abilities to the realm of special case, exception based rules seems likely to encourage more "the hydras are buried under the sand" and "these bears are so angry" moments.

2. Oh shoot, they forgot to write a rule for this! I've been running the Lost Caverns of Tsjocanth mod for about four months now. One of the things that I noted in the second or third session was this: The mod said that a landslide had blocked the road along the Velverdyva river. Awesome. Then my players decided to try to cross it. With their horses.

The module gave no mechanics for adjudicating this. So I improvised. It is a steep slope of loose earth with rocks and trees--steep enough that it's easier for people to climb than horses. So, I made it require six climb checks at DC 15--DC 18 for horses. (Horses aren't supposed to be good at climbing, but the rules for a strength based skill make them good enough climbers that it would be trivial if I put the DC too much lower). Already you can see that I was using something of a 4e skill challenge model since I didn't decide how wide it was and how many feet of each climb DC were necessary, but instead made it six skill checks regardless of the fact that one character can climb four times as fast as another. (Human barbarian with lots of climb ranks--he can accelerated climb and still have a higher bonus than the halfling archer). The cleric cast wall of stone to make a ramp up part of it. I knocked three climb checks off the requirements. All well and good. But, I didn't do the math very well. Most of the horses needed a 15 to make the climb check. The chance that all six of the horses were going to make even the first climb check were very vers slim. The odds of them making all three--nearly nonexistant. As a result, after losing half their horses to a fall into the river (where I had decided scrags were waiting), the party came up with some tricks to dimension step the horses to the other side.

So, what does this have to do with using special case rules for adventure abilities? Obviously it can and does happen in third edition. First, I think it is more likely to happen in fourth edition. If ordinary narrative elements are handled by hand waving (I mean special case abilities) and that is, in fact, the norm for handling questions like "how does the succubus keep the king charmed?" and "what can break the charm?" the odds of players interacting with a narrative element that was insufficiently detailed get bigger. And if there were no mechanics underlying the narrative element to begin with, the odds of making good rulings on the fly are reduced.

3. Increased variation how modules handle NPCs plot element abilities lead to increased difficulty in stitching modules--especially from different sources--together. In some ways, this should go without saying. If narrative elements are exceptions determined by the individual writer or DM, then there will be more variation between two writers or DMs than there would be in a system that defines mechanics for narrative monster abilities. Consequently, I would expect that in some modules, I would need to get the mirror of Pelor to reveal the succubus because the writer wanted a "get the mcguffin" plot and in other modules I would have to lure the succubus onto holy ground or convince the king to accept a protection from evil (I mean protection from possession) ritual as a part of the preparation for some honor or other. The more that authors do this, the less likely it is that their various succubuses will seem like examples of the same monster and the more dramatically narrative monster abilties vary, the less modules from different sources will seem like they can be set in the same world and the more challenging it will be to stitch different modules together to make a single campaign unless they were specifically designed for that.

Once you move beyond the idea of a DM with a monster manual and a notepad creating his whole campaign from scratch and start addressing published modules, I think that the challenges inherent in a philosophy that has rules for killing things and taking their stuff but expects the DM to wing it for everything else become more clear. An individual DM may be able to put together a consistent world where such monster abilities don't seem arbitrary, but it will be much more difficult to accomplish across a world of adventures published by different authors through different publishers.
 

log in or register to remove this ad

jackston2 said:
Maybe we need to step back from some of these monsters and see them all afresh, like the wide eyed and wonder struck.

The Succubus, like many DnD monsters, has accumulated tons of baggage from 3e, to where she has developed into a very specific monster with a strong DnD identity that is very different from the classic Succubus: in DnD she is expected to dominate wills, directly controlling player characters in combat and mind warping kingdoms out of combat.

That's funny, I'd hardly have chalked all that up to 3e. That's pretty much what I remember of succubi from 1st edition and 2nd edition.
 

Hussar said:
Y'know, I was thinking something similar. Only not jigsaw for 3e, but Lego. Lego's great. I love Lego and I'm so jazzed that my wee ones have started liking it too.

But, when you make something out of Lego, it's blocky and has all sorts of extra bits that you probably wouldn't have if you used another medium. So, yeah, Lego's great, but, if you want something that doesn't have all those right angles, then modeler's clay is maybe better.

3e is Lego.
4e is DUPLO.
Hero System is clay.
GURPS is AutoCAD.

Seriously, how can anyone look at the much lower granularity of 4e and say it gives you MORE options? I just don't get it. Individualizing monsters? Compare how simplistic templates are in 4e to 3e. Look at how equipment is effectively a 'special effect' , adjusted in power to meet the stats of the monster. No feats or skill points for monsters. Etc, etc, etc.

I've seen nothing in 4e which really excites me with possibilities. There's nothing I've read so far that makes me say "Wow! I can't wait to tinker with this and see what I can do!" Every time something comes up which might be cool, my hopes are dashed. Templates -- simplistic. Characters -- hyper-focused. Customizing monsters -- limited. "The math" is so omnipresent that it's a straightjacket. Every class uses the exact same power structure -- no more fighters gaining feats, wizards managing spellbooks, psions balancing power points.

A lot of the 4e debate has made me much more aware of the flaws of 3e, and I pay a lot of attention in my games now to the mechanical and gameplay issues I never noticed before. 4e might "fix" them, but at the cost of any kind of, for want of a better word, life. The whle thing is making me want to give up D&D entirely and browbeat my group into Hero or GURPS.

The 4e mechanics are painfully dull to me. I despise binary skills -- they're barely one step above "Non Weapon Proficiencies". Look at the Phane...it has aging powers! Except it doesn't, it can only daze/weaken. For a round or two. "You turned 60, but it didn't make you weaker, or clumsier, or affect you for any length of time...you might as well have been hit by a guy with a mace." I'll bet those things terrorize the local peasants. "A terrible abomination attacked us....in an instant, we were all withered into aged relics!" "You look fine to me." "Well, we got better. But I got to see what my wife will look like in 50 years, and it terrified me! Please, heroes, save us from this awful beast that can...uh...stun us. For six to twelve seconds, on average. But it has cool flavor text! Well, a line of flavor text." (Let me guess...when 'offstage', the phane's power is permanent, and the PCs will find villages filled with withered corpses in its wake, aged to death and dust. It's only when fighting the PCs that it becomes lame, because otherwise, it's Not Fun. Right? Hey, maybe it has some rituals!)

What the hell is everyone seeing in this that I'm not? Where's the Awesome? I feel like I'm watching people get gifts from the Wizard of Oz. "Dudes! You ALWAYS had the power to Just Make Stuff Up! It was within you all the time!" I can't get excited about 4e letting me do what I've always been able to do, while taking away the tools I can use when I don't want to just wing it, or the worldbuilding inspiration I've found in detailed mechanics.
 

As I mentioned in the other thread, the 3E PHANE Looks good on paper. When I first read it, I thought, "Wow this creature is going to be great when I use it"

Reality? The 3E PHANE is the prototypical example of why 95% of the high level monsters are simply not useable. That's one of the things I think 3.x did't truly consider. How much trouble is it to actually use the damn thing.

IT looks impressive but in fact, it is a total waste of ink.

re: Succubus.

Serious question: Do people honesty think that the 4E succubus can't seduce a king and have him controlled by his gonads? Does EVERYTHING have to be "use magic"?
 

AllisterH said:
As I mentioned in the other thread, the 3E PHANE Looks good on paper. When I first read it, I thought, "Wow this creature is going to be great when I use it"

Reality? The 3E PHANE is the prototypical example of why 95% of the high level monsters are simply not useable. That's one of the things I think 3.x did't truly consider. How much trouble is it to actually use the damn thing.

And the best answer they could come up with "Epic Scale Troglodyte"?

An Epic creature should have powers and abilities far beyond those of mortal men...er...monsters. What does the phane have? A stun ray. That's, what, a first or second level spell in 3e? Oh, and a stun AURA. Yeah, I bet the players haven't seen anything with an AE stun in 26 levels.

Oh, and once a round it can do something it had a 50% chance of doing anyway without a special power. Be still my heart. The awesome has been brought.

If it were one monster, it wouldn't bug me. But it seems to be endemic to 4e. "How can we strip this down to the simplest possible set of mechanics?" seems to be the design intent.
 

Lizard said:
3e is Lego.
4e is DUPLO.
Hero System is clay.
GURPS is AutoCAD.

Seriously, how can anyone look at the much lower granularity of 4e and say it gives you MORE options? I just don't get it. Individualizing monsters? Compare how simplistic templates are in 4e to 3e. Look at how equipment is effectively a 'special effect' , adjusted in power to meet the stats of the monster. No feats or skill points for monsters. Etc, etc, etc.

I've seen nothing in 4e which really excites me with possibilities. There's nothing I've read so far that makes me say "Wow! I can't wait to tinker with this and see what I can do!" Every time something comes up which might be cool, my hopes are dashed. Templates -- simplistic. Characters -- hyper-focused. Customizing monsters -- limited. "The math" is so omnipresent that it's a straightjacket. Every class uses the exact same power structure -- no more fighters gaining feats, wizards managing spellbooks, psions balancing power points.

A lot of the 4e debate has made me much more aware of the flaws of 3e, and I pay a lot of attention in my games now to the mechanical and gameplay issues I never noticed before. 4e might "fix" them, but at the cost of any kind of, for want of a better word, life. The whle thing is making me want to give up D&D entirely and browbeat my group into Hero or GURPS.

The 4e mechanics are painfully dull to me. I despise binary skills -- they're barely one step above "Non Weapon Proficiencies". Look at the Phane...it has aging powers! Except it doesn't, it can only daze/weaken. For a round or two. "You turned 60, but it didn't make you weaker, or clumsier, or affect you for any length of time...you might as well have been hit by a guy with a mace." I'll bet those things terrorize the local peasants. "A terrible abomination attacked us....in an instant, we were all withered into aged relics!" "You look fine to me." "Well, we got better. But I got to see what my wife will look like in 50 years, and it terrified me! Please, heroes, save us from this awful beast that can...uh...stun us. For six to twelve seconds, on average. But it has cool flavor text! Well, a line of flavor text." (Let me guess...when 'offstage', the phane's power is permanent, and the PCs will find villages filled with withered corpses in its wake, aged to death and dust. It's only when fighting the PCs that it becomes lame, because otherwise, it's Not Fun. Right? Hey, maybe it has some rituals!)

What the hell is everyone seeing in this that I'm not? Where's the Awesome? I feel like I'm watching people get gifts from the Wizard of Oz. "Dudes! You ALWAYS had the power to Just Make Stuff Up! It was within you all the time!" I can't get excited about 4e letting me do what I've always been able to do, while taking away the tools I can use when I don't want to just wing it, or the worldbuilding inspiration I've found in detailed mechanics.

I think the reason why 4E appeals to me is that it seems a lot easier to build what I want to build. I don't have to jump through hoops of HD advancement, skill point and feat allocation and looking through spells to replicate a special effect I want. I just create the monster following basic guidelines, and add one unique power. Yes, I am constrained by some building blocks (like shifts, action type, typical damage and so on), but I only have to do this for exactly the part of the monster I require. The rest is done automatic. Oh, and I probably will have the exact level and XP value for the monster at the same time, too.

If I want, say, create a "themened" adventure, maybe where most opposition consists of Goblins, I can pick the 3-8 provided Goblinoids from the MM and be ready. I don't have to manually create 4-6 different types of Goblins by adding class levels and selecting powers.

The difference between 3E and 4E seems that I only need to use the 4E tools if I really want to. I don't need to work with the "skill point" tool when I just want to improve a monsters spellcasting. The side effects of each single modification I want to make is a lot easier to handle then in 3E. The extra work to do things "right" in 3E meant it limited my creativity. I might have give me a lot of inspirations, but the "transpiration" caused by implementing my ideas were a hindrance. I only learned that I could ignore a lot of this stuff without anyone ever noticing or being bothered about it (excluding me, I sometimes feel like a dirty cheater ;) )

And that's not even discussing the fact that 4E promises me rules for skill challenges or rules for quests, so I am finally not just guessing if non-combat activity is work some X.
Or gives me something like "tiers" that give me a good indicator of what kind of stories will be told and what kind of adventures can work at every level.
 

Lizard said:
And the best answer they could come up with "Epic Scale Troglodyte"?

An Epic creature should have powers and abilities far beyond those of mortal men...er...monsters. What does the phane have? A stun ray. That's, what, a first or second level spell in 3e? Oh, and a stun AURA. Yeah, I bet the players haven't seen anything with an AE stun in 26 levels.

Oh, and once a round it can do something it had a 50% chance of doing anyway without a special power. Be still my heart. The awesome has been brought.

If it were one monster, it wouldn't bug me. But it seems to be endemic to 4e. "How can we strip this down to the simplest possible set of mechanics?" seems to be the design intent.

Then you can keep the 3E PHANE as a pretty block of text. I'll take the 4E PHANE which I HOPEFULLY CAN ACTUALLY USE. That's the thing we seem to disagree on. I'm running a game here and a monster that is all types of "cool on paper" but can't actually be used in any decent way without major headaches is a waste of my time.
 

AllisterH said:
Then you can keep the 3E PHANE as a pretty block of text. I'll take the 4E PHANE which I HOPEFULLY CAN ACTUALLY USE. That's the thing we seem to disagree on. I'm running a game here and a monster that is all types of "cool on paper" but can't actually be used in any decent way without major headaches is a waste of my time.

Is there nothing between "unusable mass of complex powers" and "nothing we haven't seen by level 6, except now the numbers are bigger"?

I don't think so.
 

Lizard said:
And the best answer they could come up with "Epic Scale Troglodyte"?

An Epic creature should have powers and abilities far beyond those of mortal men...er...monsters. What does the phane have? A stun ray. That's, what, a first or second level spell in 3e? Oh, and a stun AURA. Yeah, I bet the players haven't seen anything with an AE stun in 26 levels.

Oh, and once a round it can do something it had a 50% chance of doing anyway without a special power. Be still my heart. The awesome has been brought.

If it were one monster, it wouldn't bug me. But it seems to be endemic to 4e. "How can we strip this down to the simplest possible set of mechanics?" seems to be the design intent.
The players will have seen a lot of the "building blocks". Shifts, weakened, immobilized, insubstantial, they might all have seen this. But they have never fought it in this combination. And I think that changes a lot.

How do you fight the Phane with your abilities? How do you counter it shifting through the battlefield, while you're weakened? How do you deal with all your "special effects" if the phane removes them as a minor action? How do you keep up with it? Oh, and on the off-chance you brought it below half hit points, it gets even more dangerous. How do you deal with that? And don't forget it's "Minions" that prey on you while you're weak...

A lot of the fun of fighting a Phane will be derived from coming up with tactics to counter its abilities (or, from the DM side, from coming up with tactics to use its abilities best) You won't derive the fun from looking at the stat-block alone.
 

The 4e mechanics are painfully dull to me. I despise binary skills -- they're barely one step above "Non Weapon Proficiencies". Look at the Phane...it has aging powers! Except it doesn't, it can only daze/weaken. For a round or two. "You turned 60, but it didn't make you weaker, or clumsier, or affect you for any length of time...you might as well have been hit by a guy with a mace." I'll bet those things terrorize the local peasants. "A terrible abomination attacked us....in an instant, we were all withered into aged relics!" "You look fine to me." "Well, we got better. But I got to see what my wife will look like in 50 years, and it terrified me! Please, heroes, save us from this awful beast that can...uh...stun us. For six to twelve seconds, on average. But it has cool flavor text! Well, a line of flavor text." (Let me guess...when 'offstage', the phane's power is permanent, and the PCs will find villages filled with withered corpses in its wake, aged to death and dust. It's only when fighting the PCs that it becomes lame, because otherwise, it's Not Fun. Right? Hey, maybe it has some rituals!)

To me, the strength of 4e is that WotC are pushing the story and the characters over the rules.

The Phane, in combat, is as we've seen. However, if you need to serve the story and the narrative, you can use the flavour text given to arrange an adventure that deals with a time-stealing monster. You'd don't need to know how a Phane deals with an NPC when the PC's aren't there - did you play out an assassination attempt on a king if the PC's weren't there or did you just decide what happened? It's exactly the same thing.

Rituals are useful ways for players to do more involved magic - monsters, on the whole, don't really need them. Instead of asking, why are there no rules to cover what I want a monster to do - why not ask why the monster can't just serve the game you want to play? The 4e rules aim much more towards this style of DMing.

I do agree, however, with the posters saying they want more flavour text to help get an idea of what each monster can do - and what sort of things it does do.
 

Remove ads

Top