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Rule of 3: 10/31/2011
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<blockquote data-quote="Balesir" data-source="post: 5724365" data-attributes="member: 27160"><p>Actually, my ideal would be something with more "parameters", similar to the way combat works. Succubi could have a "social statblock" that defines, within a set of broad, general rules, how a succubus performs in "social conflict". "Powers" might do things such as persuasion, dissuasion, confusion or delay (hesitation). It's an un-ploughed field, as far as good game mechanics go, but I would love to see what sort of crop it could grow.</p><p></p><p>Yes, I am certainly delighted that the basis for monster design is explicit in the DMG, but I like to have the MM as well for just the same reasons you do - convenience!</p><p></p><p>Yeah - I you can sort of say that it gets specific as it is a specific creature's Bluff versus a specific character's Insight, but I would love to see this very significantly expanded upon (and I'm inferring that you would, too?).</p><p></p><p>Quite so - and the same thing for social and other forms of conflict would be absolute heaven.</p><p></p><p>To the point I was trying to make earlier, though, I don't think that the "combat stat block" and the "social stat block" need necessarily to be bound inextricably together. For some creatures in a scenario you will only want or need one or the other; for others you may need both with the players effectively choosing which conflict to engage in. Only for long-term NPCs or Villains would you really need to tie two blocks firmly to one another. I think I see something like the succubus as an outlier where you <em>might</em> want to suggest a specific "social stat block" that covers <em>all</em> succubi; in general, though, I think the combat and social blocks should be more of a "pick and mix" deal, where you combine any two to get a unique individual where you need one (or just use one alone, where the nature of the encounter is pre-ordained).</p><p></p><p>Funnily enough, I was thinking exactly of Lego as an analogy to <em>my</em> preferences <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=":)" />. The tools and wood I think of more in the way of houseruling as a basic necessity to make the game work; the "published monsters only" I think of as more like playing with ready-made models (Matchbox cars, Dinky toys or whatever).</p><p></p><p>Lego seems the perfect level, to me; easily manipulated building blocks, each complete unto itself, but combinable in a myriad ways to make all sorts of models.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5724365, member: 27160"] Actually, my ideal would be something with more "parameters", similar to the way combat works. Succubi could have a "social statblock" that defines, within a set of broad, general rules, how a succubus performs in "social conflict". "Powers" might do things such as persuasion, dissuasion, confusion or delay (hesitation). It's an un-ploughed field, as far as good game mechanics go, but I would love to see what sort of crop it could grow. Yes, I am certainly delighted that the basis for monster design is explicit in the DMG, but I like to have the MM as well for just the same reasons you do - convenience! Yeah - I you can sort of say that it gets specific as it is a specific creature's Bluff versus a specific character's Insight, but I would love to see this very significantly expanded upon (and I'm inferring that you would, too?). Quite so - and the same thing for social and other forms of conflict would be absolute heaven. To the point I was trying to make earlier, though, I don't think that the "combat stat block" and the "social stat block" need necessarily to be bound inextricably together. For some creatures in a scenario you will only want or need one or the other; for others you may need both with the players effectively choosing which conflict to engage in. Only for long-term NPCs or Villains would you really need to tie two blocks firmly to one another. I think I see something like the succubus as an outlier where you [I]might[/I] want to suggest a specific "social stat block" that covers [I]all[/I] succubi; in general, though, I think the combat and social blocks should be more of a "pick and mix" deal, where you combine any two to get a unique individual where you need one (or just use one alone, where the nature of the encounter is pre-ordained). Funnily enough, I was thinking exactly of Lego as an analogy to [I]my[/I] preferences :). The tools and wood I think of more in the way of houseruling as a basic necessity to make the game work; the "published monsters only" I think of as more like playing with ready-made models (Matchbox cars, Dinky toys or whatever). Lego seems the perfect level, to me; easily manipulated building blocks, each complete unto itself, but combinable in a myriad ways to make all sorts of models. [/QUOTE]
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