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General Tabletop Discussion
*Pathfinder & Starfinder
Smart DM, Stupid Monsters (possible KotS spoilers)
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<blockquote data-quote="James McMurray" data-source="post: 4317341" data-attributes="member: 743"><p>It kinda got lost in the flow, or perhaps was in the other copy of this thread, but my response is "how does the Int 8 - 10 fighter handle tactics?" The players can be your guide for how to do this. If the fighter in question counts squares, uses the best tactics for the moment, and otherwise optimizes his combat strategies, your Int 8+ monsters should do the same. If he roleplays it and consciously makes stupid mistakes because of his lower intelligence, so should you.</p><p></p><p>If nobody in your group has played the stupid but otherwise badass archetypical fighter, giving them an NPC friend who they take turns controlling in combat might be helpful.</p><p></p><p>In our group we've got a bunch of tactical players who also try to avoid OOC information intruding into the game. This means we have a lot of situations where Dimbulb, half-orc fight, will sometimes seem to be a brilliant master of small unit tactics. Then the player will catch himself and forcibly make a big blunder to counteract it. Luckily, I'm also tactical but OOC-shy, so I tend to do the same thing when I GM. If I wasn't though, I'd definitely aim to strike the same sort of balance that the players do, making all the right moves for a while, then having it crumble down because of something foolish.</p><p></p><p>In the end, whichever interpretation is happening on one side of the screen should be happening on the other. If you're cool with low intelligence PCs being good at their jobs, it's ok to do the same with the NPCx. If you want everyone to constantly manage their reactions vs. their character's intellect, be sure to enforce it on both yourself and the players.</p></blockquote><p></p>
[QUOTE="James McMurray, post: 4317341, member: 743"] It kinda got lost in the flow, or perhaps was in the other copy of this thread, but my response is "how does the Int 8 - 10 fighter handle tactics?" The players can be your guide for how to do this. If the fighter in question counts squares, uses the best tactics for the moment, and otherwise optimizes his combat strategies, your Int 8+ monsters should do the same. If he roleplays it and consciously makes stupid mistakes because of his lower intelligence, so should you. If nobody in your group has played the stupid but otherwise badass archetypical fighter, giving them an NPC friend who they take turns controlling in combat might be helpful. In our group we've got a bunch of tactical players who also try to avoid OOC information intruding into the game. This means we have a lot of situations where Dimbulb, half-orc fight, will sometimes seem to be a brilliant master of small unit tactics. Then the player will catch himself and forcibly make a big blunder to counteract it. Luckily, I'm also tactical but OOC-shy, so I tend to do the same thing when I GM. If I wasn't though, I'd definitely aim to strike the same sort of balance that the players do, making all the right moves for a while, then having it crumble down because of something foolish. In the end, whichever interpretation is happening on one side of the screen should be happening on the other. If you're cool with low intelligence PCs being good at their jobs, it's ok to do the same with the NPCx. If you want everyone to constantly manage their reactions vs. their character's intellect, be sure to enforce it on both yourself and the players. [/QUOTE]
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