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Sometimes, a skeleton is not just a skeleton.
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<blockquote data-quote="joethelawyer" data-source="post: 4776168" data-attributes="member: 55764"><p>Why bother looking for a line of feats somewhere in some random supplement to justify some ability I want to give a monster when I can simply give it that ability? Rules for that sort of thing are not needed, nor desired.</p><p></p><p>The cleric will never be able to tell the characters all about them, regardless of knowledge checks. He will be able to tell the basic gist of them, and turn them, but never know more than the basics, unless he made that specific skeleton. Same for the wizard. Since the monsters are non-standardized, not cookie-cutter, so must be the spells to make them. Therefore, they are unpredictable.</p><p></p><p>I don't mind if they spend all their time in town robbing and looting. Though I doubt they will do it. It's a sandbox campaign centered in a town, with three bards who are the equivalent of being in a band. It's a RP heavy campaign. They don't want to creep around dungeons. Circumstances will, of course, lead them into trouble at every turn. Their stated goal as characters is to never have to fight at all, though the players want some fights. They are not optimizing their guys for fighting in any way. Running is ALWAYS the best option for them. </p><p></p><p>But when they have to fight, I want the fight to be scary and unpredictable. Once they're in the fight, tactics become a factor. Once the first skeleton struck discharges that glowing ball of energy in its chest cavity as an electrical shock running up the metal blade, the players may wish they had equipped their characters with alternate wooden weapons like clubs. I want tactics to be gut guesses based on past experience and the encounter as I describe it, rather than predictable behaviors based on knowledge of rules and stats.</p><p></p><p>And yes, they will get come XP for avoiding a encounter, if it is done with cleverness, and especially if they managed to get some of the treasure from the beastie they avoided.</p></blockquote><p></p>
[QUOTE="joethelawyer, post: 4776168, member: 55764"] Why bother looking for a line of feats somewhere in some random supplement to justify some ability I want to give a monster when I can simply give it that ability? Rules for that sort of thing are not needed, nor desired. The cleric will never be able to tell the characters all about them, regardless of knowledge checks. He will be able to tell the basic gist of them, and turn them, but never know more than the basics, unless he made that specific skeleton. Same for the wizard. Since the monsters are non-standardized, not cookie-cutter, so must be the spells to make them. Therefore, they are unpredictable. I don't mind if they spend all their time in town robbing and looting. Though I doubt they will do it. It's a sandbox campaign centered in a town, with three bards who are the equivalent of being in a band. It's a RP heavy campaign. They don't want to creep around dungeons. Circumstances will, of course, lead them into trouble at every turn. Their stated goal as characters is to never have to fight at all, though the players want some fights. They are not optimizing their guys for fighting in any way. Running is ALWAYS the best option for them. But when they have to fight, I want the fight to be scary and unpredictable. Once they're in the fight, tactics become a factor. Once the first skeleton struck discharges that glowing ball of energy in its chest cavity as an electrical shock running up the metal blade, the players may wish they had equipped their characters with alternate wooden weapons like clubs. I want tactics to be gut guesses based on past experience and the encounter as I describe it, rather than predictable behaviors based on knowledge of rules and stats. And yes, they will get come XP for avoiding a encounter, if it is done with cleverness, and especially if they managed to get some of the treasure from the beastie they avoided. [/QUOTE]
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