Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Monsters are more than their stats
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="FourthBear" data-source="post: 4179307" data-attributes="member: 55846"><p>For myself, I definitely place abilities to be used in rapid, immediate encounters such as combat on a different shelf than those needed out of such situations. As a DM in combat or deathtraps or natural disasters, I want abilities that are quick to read, rule on and lead to interesting table play. I don't want play to slow down because I've got to pick up rulebook X or read through two paragraphs of text to adjudicate an ability. Of, if I do, the effect on the table game had better be damn well worth it. </p><p></p><p>Out of combat abilities can be far more relaxed in their descriptions and effects. However, I also tend to alter these abilities to suit my world building and specific adventure building very frequently. Specifically, I don't find the charm person abilities of the succubus in previous editions very satisfying. As many have noted, as described in 3e they often wouldn't suit their purpose as written. They would be detected too quickly (heck, a single character with a good sense motive would spot it, even in a completely non-magical society). They are too easy to circumvent via magical countermeasures, which should be standard in a consistent magical society. And they tend to suck away any sense of wonder once you've got them, IMO.</p><p></p><p>I would much rather open such abilities up such that a temptress (of succubus nature or not) might use skill, mind-altering potions, diabolical rituals, weird parasitic creatures or any number of other possibilites to achieve long term control. I've never had a problem coming up with such things out of combat. It's *in* combat (and similar situations) that I prefer not to have to rule on the fly. I'd prefer that they kept out of combat power descriptions to a minimum, so as to decrease expectations on both sides of the DMs screen about what is prescribed in any way.</p></blockquote><p></p>
[QUOTE="FourthBear, post: 4179307, member: 55846"] For myself, I definitely place abilities to be used in rapid, immediate encounters such as combat on a different shelf than those needed out of such situations. As a DM in combat or deathtraps or natural disasters, I want abilities that are quick to read, rule on and lead to interesting table play. I don't want play to slow down because I've got to pick up rulebook X or read through two paragraphs of text to adjudicate an ability. Of, if I do, the effect on the table game had better be damn well worth it. Out of combat abilities can be far more relaxed in their descriptions and effects. However, I also tend to alter these abilities to suit my world building and specific adventure building very frequently. Specifically, I don't find the charm person abilities of the succubus in previous editions very satisfying. As many have noted, as described in 3e they often wouldn't suit their purpose as written. They would be detected too quickly (heck, a single character with a good sense motive would spot it, even in a completely non-magical society). They are too easy to circumvent via magical countermeasures, which should be standard in a consistent magical society. And they tend to suck away any sense of wonder once you've got them, IMO. I would much rather open such abilities up such that a temptress (of succubus nature or not) might use skill, mind-altering potions, diabolical rituals, weird parasitic creatures or any number of other possibilites to achieve long term control. I've never had a problem coming up with such things out of combat. It's *in* combat (and similar situations) that I prefer not to have to rule on the fly. I'd prefer that they kept out of combat power descriptions to a minimum, so as to decrease expectations on both sides of the DMs screen about what is prescribed in any way. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Monsters are more than their stats
Top