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Monsters are more than their stats
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<blockquote data-quote="WyzardWhately" data-source="post: 4175428" data-attributes="member: 33207"><p>If I am, seriously, expected to put on my DM hat and simply fiat all the out of combat abilities of the monsters, I will turn around and not buy the game. I would consider it so incomplete as to be a failed RPG. I can deal with really ill-defined abilities in an RPG that has a generic conflict-resolution system, because then there is a system of rules in place to determine what happens, even if not everything prescribed beforehand. But this idea that I need to just DIY? Oh, goodness no. I buy games to have that done already. Also, it provides me with plot hooks. It also provides the *players* with the ability to make some of their own plot hooks, because it makes the world predictable enough that they can plan and take advantage of it.</p><p></p><p>Making the world predictable like that is something I place a high value on.</p><p></p><p>Now, the reason I sort of suspect it isn't all just "make it up yourself" is that the WotC people keep talking about building unique IP, through artwork, character types, etc. They want to build a really strong brand identity. It seems harder to do that if they handwave everything outside of a combat or skill challenge. So, my suspicion is that there is something more than what we've seen.</p></blockquote><p></p>
[QUOTE="WyzardWhately, post: 4175428, member: 33207"] If I am, seriously, expected to put on my DM hat and simply fiat all the out of combat abilities of the monsters, I will turn around and not buy the game. I would consider it so incomplete as to be a failed RPG. I can deal with really ill-defined abilities in an RPG that has a generic conflict-resolution system, because then there is a system of rules in place to determine what happens, even if not everything prescribed beforehand. But this idea that I need to just DIY? Oh, goodness no. I buy games to have that done already. Also, it provides me with plot hooks. It also provides the *players* with the ability to make some of their own plot hooks, because it makes the world predictable enough that they can plan and take advantage of it. Making the world predictable like that is something I place a high value on. Now, the reason I sort of suspect it isn't all just "make it up yourself" is that the WotC people keep talking about building unique IP, through artwork, character types, etc. They want to build a really strong brand identity. It seems harder to do that if they handwave everything outside of a combat or skill challenge. So, my suspicion is that there is something more than what we've seen. [/QUOTE]
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