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[POLL] Your experience running monsters
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<blockquote data-quote="Sacrosanct" data-source="post: 7292991" data-attributes="member: 15700"><p>There have been multiple threads on monster design, and I don't want to rehash that here. <strong><em> If you can't refrain from insulting the designers or players who do it differently, then this thread isn't for you.</em></strong> I want to be very clear on that.</p><p></p><p>Instead, what I'd like to discuss, is to capture how people are using the monsters in their games. There are different styles of play, and I believe that if something isn't working for us, there may be some best practices shared from someone else, on how they do things. For example, if I'm finding that goblins just aren't doing what I'd expect, perhaps the way someone else runs them may give me some insight, and I can use their ideas.</p><p></p><p>Please choose the option that best fits you, and if you do modifications from RAW, what do you do?</p><p></p><p>*Edit* Since the poll questions are limited in characters, let me expand the options:</p><p></p><p>1. I run them as RAW, mostly the statblock, and have no issues at all</p><p>2. I run them RAW, using the entire entry including flavor text and statblock, and have no issues at all. Your monster behavior in the encounter is both using the RAW stats, and you use the RAW flavor text to help design the encounter and drive the monster's behavior.</p><p>3. I focus on the role-playing part (motivations, tactics, intelligence, flavor text) to boost their impact. The flavor text part is more important. You focus on the behavior and motivations of the monster, along with the environment, any allies, etc. The stats are just there to resolve the mechanical bits, but the encounter is very much not like game pieces on a board. Monsters/NPCs may set traps, use tools, the environment, flee, beg, or do dastardly things (the iconic hostage situation in order to force PCs into difficult positions)</p><p>4. I focus on the mechanical part (increase stats, give extra abilities) to boost their impact. The mechanics are what resolve most of the issues. In order for a monster to feel threatening, it has to mechanically have staying power and be a threat. Not too worried about the flavor text or intelligence. Prefer battles to be tactically grid based.</p><p>5. I increase the statblocks, give items (even magical), and spend time outlining the flavor text impacts (tactics, minions, planning, etc). Basically really boost everything. Not only do a major boost to statblocks, and give extra abilities, and even give extra equipment, but spending the time to plan out all of their motivations, minions, the environment, and how the opponent is feeling during the encounter. Boosting both stats and treating each monsters like a living breathing creature</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7292991, member: 15700"] There have been multiple threads on monster design, and I don't want to rehash that here. [B][I] If you can't refrain from insulting the designers or players who do it differently, then this thread isn't for you.[/I][/B] I want to be very clear on that. Instead, what I'd like to discuss, is to capture how people are using the monsters in their games. There are different styles of play, and I believe that if something isn't working for us, there may be some best practices shared from someone else, on how they do things. For example, if I'm finding that goblins just aren't doing what I'd expect, perhaps the way someone else runs them may give me some insight, and I can use their ideas. Please choose the option that best fits you, and if you do modifications from RAW, what do you do? *Edit* Since the poll questions are limited in characters, let me expand the options: 1. I run them as RAW, mostly the statblock, and have no issues at all 2. I run them RAW, using the entire entry including flavor text and statblock, and have no issues at all. Your monster behavior in the encounter is both using the RAW stats, and you use the RAW flavor text to help design the encounter and drive the monster's behavior. 3. I focus on the role-playing part (motivations, tactics, intelligence, flavor text) to boost their impact. The flavor text part is more important. You focus on the behavior and motivations of the monster, along with the environment, any allies, etc. The stats are just there to resolve the mechanical bits, but the encounter is very much not like game pieces on a board. Monsters/NPCs may set traps, use tools, the environment, flee, beg, or do dastardly things (the iconic hostage situation in order to force PCs into difficult positions) 4. I focus on the mechanical part (increase stats, give extra abilities) to boost their impact. The mechanics are what resolve most of the issues. In order for a monster to feel threatening, it has to mechanically have staying power and be a threat. Not too worried about the flavor text or intelligence. Prefer battles to be tactically grid based. 5. I increase the statblocks, give items (even magical), and spend time outlining the flavor text impacts (tactics, minions, planning, etc). Basically really boost everything. Not only do a major boost to statblocks, and give extra abilities, and even give extra equipment, but spending the time to plan out all of their motivations, minions, the environment, and how the opponent is feeling during the encounter. Boosting both stats and treating each monsters like a living breathing creature [/QUOTE]
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[POLL] Your experience running monsters
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