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Random Attacks in Combat...a matter of DM style?
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<blockquote data-quote="Celebrim" data-source="post: 307718" data-attributes="member: 4937"><p>This really depends on the Int of the monster in question.</p><p></p><p>If there are many more monsters than players, I tend to divide the monsters equally amongst the nearest players.</p><p></p><p>I always roll randomly for low intelligence creatures (say under 6). Once the target is decided, the creature tends to keep attacking his target until the target drops or someone does something to distract the creature. Very low intelligence creatures don't necessarily use the best tactics, but tend to select targets and fight instinctively. For instance, creatures with 1 Int may draw attacks of oppurtunity in thier single minded pursuit of a target or may not react to character presence (holding thier action) until a character shoots an arrow at it.</p><p></p><p>For creatures of intelligence 6-10, I tend to attack the flashiest targets first. If no character attracts attention to himself, I roll randomly.</p><p></p><p>For creatures of intelligence 11-13, I never roll randomly. These creatures always have some sort of plan based on thier abilities and the situation. Typically, the attack unarmored foes in preference to armored ones, concentrate their forces or missile fire, and try to keep the PC's off balance.</p><p></p><p>For creatures of intelligence 14-18, I play them as if they were my PC and freely meta-game with the rules when deciding what action they will take. Any cunning plan I can think of, I assume that the creature is cunning enough to think of too. The only limitation is I don't 'let' the creature know things that it couldn't know (like what spells are currently active or the favorite spells of the spell casters or the fact that the fighter has improved trip).</p><p></p><p>For creatures of intelligence 19 to around 26, I play them as cunningly as I can and I allow the creature to prepare for the PC's actions using information about the PC's that only I as the DM should know.</p><p></p><p>For creatures of better than intelligence 26, say Gods, I play them as above but if the PC's do something unexpectedly I secretly change the past actions or future plans of the creature so that this action was not unexpected. For instance, if I've written down that the creature cast Resist Elements (Fire) before the fight, and the PC's cast Lightning Bolt, then viola, my note magically changes to Resist Elements (Electricity).</p><p></p><p>Yes, this does mean that Int can directly effect the challenge of a fight.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 307718, member: 4937"] This really depends on the Int of the monster in question. If there are many more monsters than players, I tend to divide the monsters equally amongst the nearest players. I always roll randomly for low intelligence creatures (say under 6). Once the target is decided, the creature tends to keep attacking his target until the target drops or someone does something to distract the creature. Very low intelligence creatures don't necessarily use the best tactics, but tend to select targets and fight instinctively. For instance, creatures with 1 Int may draw attacks of oppurtunity in thier single minded pursuit of a target or may not react to character presence (holding thier action) until a character shoots an arrow at it. For creatures of intelligence 6-10, I tend to attack the flashiest targets first. If no character attracts attention to himself, I roll randomly. For creatures of intelligence 11-13, I never roll randomly. These creatures always have some sort of plan based on thier abilities and the situation. Typically, the attack unarmored foes in preference to armored ones, concentrate their forces or missile fire, and try to keep the PC's off balance. For creatures of intelligence 14-18, I play them as if they were my PC and freely meta-game with the rules when deciding what action they will take. Any cunning plan I can think of, I assume that the creature is cunning enough to think of too. The only limitation is I don't 'let' the creature know things that it couldn't know (like what spells are currently active or the favorite spells of the spell casters or the fact that the fighter has improved trip). For creatures of intelligence 19 to around 26, I play them as cunningly as I can and I allow the creature to prepare for the PC's actions using information about the PC's that only I as the DM should know. For creatures of better than intelligence 26, say Gods, I play them as above but if the PC's do something unexpectedly I secretly change the past actions or future plans of the creature so that this action was not unexpected. For instance, if I've written down that the creature cast Resist Elements (Fire) before the fight, and the PC's cast Lightning Bolt, then viola, my note magically changes to Resist Elements (Electricity). Yes, this does mean that Int can directly effect the challenge of a fight. [/QUOTE]
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