taliesin15
First Post
OK, OK, I've only been playing the 3.0 and 3.5 systems for a few years, but I've just noticed this is one thing missing (or am I wrong?) from the Monster Descriptions that I believe was the *first* thing mentioned in the Monster descriptions in 1st edition AD&D--whether a Monster was Common, Uncommon, Rare or Very Rare...
Does this bother anyone else? It seems a bit odd to me that a new DM might look at the description and think (just to take monsters under the letter G) that Giants, Ghouls and Gargoyles are just as numerous as Goblins, Gnolls and Gnomes (actually I think Gnomes were "Rare" in the original Monster Manual)
A couple of side issues here--this possibly explains away my astonishment with the fact that there are so many more Very Rare monsters represented in Miniatures than really proportionally exist in standard fantasy worlds (given the caveat that anything goes in fantasy RPGs)
Another thing it might explain is the bizarre skill Craft: Dungeoneering, where presumably some crusty old wizard teaches 0 level characters the ins and outs of Girallons, Gibbering Mouthers, and Genies--really, do we need jaded first level characters coming to a Dungeon for the first time uttering existential cris de couer "oh how boring, a standard DC 10 arrow trap, what a cliche" or "by the gods, my life is so empty! Another Flumph?"--if there's no sense of discovery, no encounter with mystery, isn't this kind of taking away the wonder of the game?
(course I myself tend to build monsters and traps that are unique, and sprinkle lightly)
Does this bother anyone else? It seems a bit odd to me that a new DM might look at the description and think (just to take monsters under the letter G) that Giants, Ghouls and Gargoyles are just as numerous as Goblins, Gnolls and Gnomes (actually I think Gnomes were "Rare" in the original Monster Manual)
A couple of side issues here--this possibly explains away my astonishment with the fact that there are so many more Very Rare monsters represented in Miniatures than really proportionally exist in standard fantasy worlds (given the caveat that anything goes in fantasy RPGs)
Another thing it might explain is the bizarre skill Craft: Dungeoneering, where presumably some crusty old wizard teaches 0 level characters the ins and outs of Girallons, Gibbering Mouthers, and Genies--really, do we need jaded first level characters coming to a Dungeon for the first time uttering existential cris de couer "oh how boring, a standard DC 10 arrow trap, what a cliche" or "by the gods, my life is so empty! Another Flumph?"--if there's no sense of discovery, no encounter with mystery, isn't this kind of taking away the wonder of the game?
(course I myself tend to build monsters and traps that are unique, and sprinkle lightly)