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Monsters are more than their stats
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<blockquote data-quote="Hussar" data-source="post: 4176180" data-attributes="member: 22779"><p>I like agreeing with Celebrim. Makes me feel all balanced.</p><p></p><p>Where I disagree is with Kamikaze Midget's idea that it will all be based on "make stuff up". This will be no more or less true than it ever was. Every adventure contained elements of "make stuff up". Just about every campaign specific element contains elements of "make stuff up". </p><p></p><p>This has been core to D&D since day 1. I don't think it will change. What has changed is the obsessive need to hand all control to the rules. People constantly complained that 3e took power from the DM and handed it to the players. It didn't (IMO). It took the power and kept it wrapped up in the rules.</p><p></p><p>Now, the power is being shifted back to the DM's but, only at certain times, which will generally be during adventure design. At the table, the rules will cover most parts of play. The really corner cases, like the players entice the Succubus to become some sort of mind control machine for them, can be ignored by the rules because the chances of it coming up are pretty bloody small.</p><p></p><p>I had another thread talking about the size of the toolbox a week or two ago and it related to this one. The idea that your toolbox MUST cover situations to five nines is, IMNSHO, a waste of page count. Instead, cover most of the situations that come up most of the time and don't sweat the small stuff. Give the DM's lots and lots of advice on how to handle the corner cases beyond a simple Rules 0 declaration instead of trying to create mechanics that will cover all possible situations.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4176180, member: 22779"] I like agreeing with Celebrim. Makes me feel all balanced. Where I disagree is with Kamikaze Midget's idea that it will all be based on "make stuff up". This will be no more or less true than it ever was. Every adventure contained elements of "make stuff up". Just about every campaign specific element contains elements of "make stuff up". This has been core to D&D since day 1. I don't think it will change. What has changed is the obsessive need to hand all control to the rules. People constantly complained that 3e took power from the DM and handed it to the players. It didn't (IMO). It took the power and kept it wrapped up in the rules. Now, the power is being shifted back to the DM's but, only at certain times, which will generally be during adventure design. At the table, the rules will cover most parts of play. The really corner cases, like the players entice the Succubus to become some sort of mind control machine for them, can be ignored by the rules because the chances of it coming up are pretty bloody small. I had another thread talking about the size of the toolbox a week or two ago and it related to this one. The idea that your toolbox MUST cover situations to five nines is, IMNSHO, a waste of page count. Instead, cover most of the situations that come up most of the time and don't sweat the small stuff. Give the DM's lots and lots of advice on how to handle the corner cases beyond a simple Rules 0 declaration instead of trying to create mechanics that will cover all possible situations. [/QUOTE]
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Monsters are more than their stats
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