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*TTRPGs General
Playing monsters "smart"
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<blockquote data-quote="Shade" data-source="post: 2337320" data-attributes="member: 287"><p>It's really more of an art than a science. I usually first look at the monster's mental stats to determine if it would fight tactically or just wade in and beat on things. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>I generally look at the monsters supernatural and spell-like abilties first, and then see what it would likely want to start with. In the case of the noble salamander, I'd probably have it start with a fireball at range to assess its opponents' fire resistance, If a monster has "buff" spell-like abilities, and is not immediately threatened by the characters, I usually have it use one of these.</p><p></p><p>Look at the monsters speed, skills, feats, and reach. Generally, it doesn't make much sense for a monster to move in any closer than its maximum reach; this allows it to possibly gain an attack of opportunity on the opposition later. If it has Tumble ranks, make sure to have it tumble in so as not to draw AoOs. If the monster has Power Attack, I generally have it open with a few points of PA so it can guage its chance of hitting its opponents.</p><p></p><p>In the case of the noble salamander, I'd have it move within 20 feet of an opponent, and probably Power Attack 3 for the first round of full attack. If it misses with a couple of attacks, I'd cut back; if it hits, I'd raise it to 5 on the following round.</p><p></p><p>Also, avoid moving intelligent creatures into positions where they can easily be flanked or surrounded. If the monster has a special movement mode like fly or burrow, use it to the monster's advantage.</p><p></p><p>I hope this helps!</p></blockquote><p></p>
[QUOTE="Shade, post: 2337320, member: 287"] It's really more of an art than a science. I usually first look at the monster's mental stats to determine if it would fight tactically or just wade in and beat on things. :) I generally look at the monsters supernatural and spell-like abilties first, and then see what it would likely want to start with. In the case of the noble salamander, I'd probably have it start with a fireball at range to assess its opponents' fire resistance, If a monster has "buff" spell-like abilities, and is not immediately threatened by the characters, I usually have it use one of these. Look at the monsters speed, skills, feats, and reach. Generally, it doesn't make much sense for a monster to move in any closer than its maximum reach; this allows it to possibly gain an attack of opportunity on the opposition later. If it has Tumble ranks, make sure to have it tumble in so as not to draw AoOs. If the monster has Power Attack, I generally have it open with a few points of PA so it can guage its chance of hitting its opponents. In the case of the noble salamander, I'd have it move within 20 feet of an opponent, and probably Power Attack 3 for the first round of full attack. If it misses with a couple of attacks, I'd cut back; if it hits, I'd raise it to 5 on the following round. Also, avoid moving intelligent creatures into positions where they can easily be flanked or surrounded. If the monster has a special movement mode like fly or burrow, use it to the monster's advantage. I hope this helps! [/QUOTE]
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