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Ten little things my players hate the most. But I use as much as possible in 5ed.
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<blockquote data-quote="Shiroiken" data-source="post: 6964466" data-attributes="member: 6775477"><p>1) I base this off monster intelligence. Dumb creatures shouldn't be all that tactical.</p><p></p><p>2) The Dodge Action is horribly underused, both by players and DMs. It's almost always better to move and then Dodge, rather than move and make a crappy ranged attack while trying to get into melee. I've used dodging front liners to protect spellcasters before, and many do players hate that! <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p></p><p>3) Intelligence monsters should always do this. Intelligent PCs too.</p><p></p><p>4) I reserve feats and other options for special NPCs. Monsters usually do fine without boosts.</p><p></p><p>5) Intelligence is once more the rule of the day. If the monster is smart and can physically use a magic item, they totally do! I actually remember people complaining about Sunder in 3E, because you were blowing up your loot <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>6) I may not have the monsters chase after the PCs, but I always have them react to the invasion. PCs dumb enough to rest in the lair are attacked without mercy. Traps and ambushes will be set, if possible, and if there is enough duress, the monsters will flee the lair (with their treasure and whatever else the players wanted).</p><p></p><p>7) I'm a bit iffy on this one, because the NPC has to know about the players. Either they needed to ruin a plan once without locating and killing the NPC, or the PCs have to be so famous that the NPC would be afraid that they'd hunt him down. Once they've drawn the attention of a powerful spellcaster, however, all bets are off!</p><p></p><p>8) 5E is still new enough that I've yet to feel the need to do this, even in a group with 3 other DMs. They may have good ideas about the monster, but very few players attempt to memorize the MM (I did know one once that did this in 3E for all 5 MMs). If the players deliberatly try something from a meta-game prospective, I require an Intelligence check (Nature, Arcana, or whatever seems most appropriate) or the action is disallowed. Thankfully I play with mature players that don't do this.</p><p></p><p>9) As with 7, I'm iffy on this one. The players are not the only powerful force in my campaign world (and in fact, are just now starting to get into "name level" recognition), and it seems unjustified to have things react unless it makes sense for them to do so. Of course, I'll have NPCs react based on stereotypes (I just had a drow prisoner laugh at the intimidation check of our high elf, because "surface elves are too soft for real torture").</p><p></p><p>10) I've used thieves in the past, but I find it to be obnoxious nowadays. I have had PCs roll Wisdom/Perception while in town, relieving them of some coin on bad rolls, but not to remove anything specific.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6964466, member: 6775477"] 1) I base this off monster intelligence. Dumb creatures shouldn't be all that tactical. 2) The Dodge Action is horribly underused, both by players and DMs. It's almost always better to move and then Dodge, rather than move and make a crappy ranged attack while trying to get into melee. I've used dodging front liners to protect spellcasters before, and many do players hate that! :devil: 3) Intelligence monsters should always do this. Intelligent PCs too. 4) I reserve feats and other options for special NPCs. Monsters usually do fine without boosts. 5) Intelligence is once more the rule of the day. If the monster is smart and can physically use a magic item, they totally do! I actually remember people complaining about Sunder in 3E, because you were blowing up your loot :D 6) I may not have the monsters chase after the PCs, but I always have them react to the invasion. PCs dumb enough to rest in the lair are attacked without mercy. Traps and ambushes will be set, if possible, and if there is enough duress, the monsters will flee the lair (with their treasure and whatever else the players wanted). 7) I'm a bit iffy on this one, because the NPC has to know about the players. Either they needed to ruin a plan once without locating and killing the NPC, or the PCs have to be so famous that the NPC would be afraid that they'd hunt him down. Once they've drawn the attention of a powerful spellcaster, however, all bets are off! 8) 5E is still new enough that I've yet to feel the need to do this, even in a group with 3 other DMs. They may have good ideas about the monster, but very few players attempt to memorize the MM (I did know one once that did this in 3E for all 5 MMs). If the players deliberatly try something from a meta-game prospective, I require an Intelligence check (Nature, Arcana, or whatever seems most appropriate) or the action is disallowed. Thankfully I play with mature players that don't do this. 9) As with 7, I'm iffy on this one. The players are not the only powerful force in my campaign world (and in fact, are just now starting to get into "name level" recognition), and it seems unjustified to have things react unless it makes sense for them to do so. Of course, I'll have NPCs react based on stereotypes (I just had a drow prisoner laugh at the intimidation check of our high elf, because "surface elves are too soft for real torture"). 10) I've used thieves in the past, but I find it to be obnoxious nowadays. I have had PCs roll Wisdom/Perception while in town, relieving them of some coin on bad rolls, but not to remove anything specific. [/QUOTE]
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