Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Skeleton behavior
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="redrick" data-source="post: 6733711" data-attributes="member: 6777696"><p>I have played multiple adventures where skeletons line walls, but don't animate until some trigger happens. In some of these cases, I have allowed sufficiently paranoid characters to snipe the skeletons until the trigger condition is met.</p><p></p><p>Sometimes, the PCs will attack a skeleton, realize that it's not attacking back, and then decide the skeleton is not a threat. Shooting arrows at a skeleton is less effective than bashing it to pieces with a mace, so they'll get bored of sniping it with a bow.</p><p></p><p>Attacking the skeletons might draw wandering monsters, another disincentive for spending a good deal of time destroying every non-threat the PCs see. This is especially true if the dungeon contains skeletons which are just plain old dead bodies.</p><p></p><p>Another option is to have only the attacked skeleton respond. The PCs will finish off that skeleton, but might decide not to engage the remaining skeletons, thinking, "if I don't attack it, it won't attack me." Then, when they walk past, enter trigger.</p><p></p><p>Sometimes the PCs will kill all the skeletons before they have a chance to respond. Nothing wrong with that. They have a right to hit the win button every once in a while. The only problem here is if the "win button" is just a long, tedious series of the one archer character pew-pewing at skeletons for 10-15 rounds. This would be a good place to bring some of those wandering monsters in. Wandering monsters should always be employed when players spend too much time being boring.</p></blockquote><p></p>
[QUOTE="redrick, post: 6733711, member: 6777696"] I have played multiple adventures where skeletons line walls, but don't animate until some trigger happens. In some of these cases, I have allowed sufficiently paranoid characters to snipe the skeletons until the trigger condition is met. Sometimes, the PCs will attack a skeleton, realize that it's not attacking back, and then decide the skeleton is not a threat. Shooting arrows at a skeleton is less effective than bashing it to pieces with a mace, so they'll get bored of sniping it with a bow. Attacking the skeletons might draw wandering monsters, another disincentive for spending a good deal of time destroying every non-threat the PCs see. This is especially true if the dungeon contains skeletons which are just plain old dead bodies. Another option is to have only the attacked skeleton respond. The PCs will finish off that skeleton, but might decide not to engage the remaining skeletons, thinking, "if I don't attack it, it won't attack me." Then, when they walk past, enter trigger. Sometimes the PCs will kill all the skeletons before they have a chance to respond. Nothing wrong with that. They have a right to hit the win button every once in a while. The only problem here is if the "win button" is just a long, tedious series of the one archer character pew-pewing at skeletons for 10-15 rounds. This would be a good place to bring some of those wandering monsters in. Wandering monsters should always be employed when players spend too much time being boring. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Skeleton behavior
Top