You're good.LostSoul said:snip: lots of good stuff...That should be enough for tonight's game.
You're good.LostSoul said:snip: lots of good stuff...That should be enough for tonight's game.
hong said:And all of this also applies to how a succubus can seduce a king. IOW, there is a lot more to world building than just blind application of a rules framework, so the lack of that rules framework shouldn't hurt world building any.
IceFractal said:The way I see it, it's fine if a monster entry says something like: "Shadow Barons create their Shadow Serfs through a ritual", and at least tells me the basics of the ritual - how long it takes and whether it requires rare components/blood sacrifice/etc.
IceFractal said:But if the entry just says that a ritual is involved and I should make up what it is, that's not very helpful. Sure, it happens out of combat, but the effects are going to felt by the PCs. If Shadow Serfs are time-consuming/expensive to create, they'll be used sparingly. If the Shadow Baron can just pop one out every five minutes for free, they're going to be thrown at the PCs like popcorn, used to stand guard everywhere, sent to fetch drinks, and so forth.
IceFractal said:Now I can already hear people getting ready to say "You're the DM, decide the ritual based off how many Shadow Serfs you want the PCs to fight." But that's the thing ... I don't need to decide how each monster ability works, I'm already deciding by the fact of picking a monster. Picking from all the different monsters available while also changing how those monsters work seems somewhat self-defeating.
IceFractal said:If I already have a plot in mind that requires the abilties to work a certain way, then they'll work that way. But if I'm digging through the MM for inspiration, I want the abilities to have defined properties so I can get some ideas from them. Otherwise I'm just getting ideas from myself, and I don't need a book for that.
LoLWyzardWhately said:Together, they fight crime!
katahn said:From what I understand the entire point of 4e is to make "on the fly" DMing just a little easier for those times when players don't follow the expected path
Professor Phobos said:Which is, in my experience, all the time, such that my "expected path" is "Surprise!"
This is why most of my scenario notes consist of abridged-just-what-I-need NPC stats, a hook, a basic summary of what's going on, and the phrase: "Hilarity ensues!"
Cadfan said:Right. See, you've long since left the realm of monster manual entries. This is adventure module territory now.
LostSoul said:A succubus is a random high-Cha NPC. Except that, since she features in the game, she's not random, and she's an evil demon.
But: "Phanes can manipulate time, which they use to sow chaos among mortals. Occasionally they form pacts with powerful beings that share their destructive propensities." That sounds good enough to me.
The backstory is that a phane has just showed up and wants to mess with the current political situation, so it goes back in time, gives its support to an ambitious dude (better if he's a relative of a PC), and manipulates the dynasty over the years to shape it into the tool he needs right now.
Throw in a bunch of skill challenges that hinge on finding this stuff out, then a ritual to go back into the past, and there you go. You've got all you need.
I didn't look at the statblock to come up with that; I don't think I would need to.
Mallus said:Honestly, I prefer not to codify details like that until it comes up in play and a players asks. Schroedinger's DM'ing, as my friend shilsen puts it. This way, the game surprises me as much as the it does the players (+5 seconds).
LostSoul said:You could come up with all of that on the fly.
katahn said:I have to agree that the MM is something I don't want to see bogged down with plot ideas. Honestly it isn't the place for it for a variety of reasons.
1. Players have easy access to the MM, meaning I'd almost certainly have to retool the plot ideas anyway. Yes this can also be done with pre-published modules, but I don't use those either. Either way, I'd rather see more actual monsters in there with just enough fluff to inspire my own plot ideas at most.
2. Minimal fluff, the bare outlines of campaign-specific material, leaves it more easily plugged into a wide variety of campaign worlds. The world-specific implementations of everything from the bodak to the tarrasque to the succubus can be left in CS books where it belongs.
3. Some of the specifics asked for, such as "how long does it take for a creature to perform XYZ ritual" really is best answered by "well, how much of the result of that ritual do you want the players to deal with?" Like someone else said: if you want lots of shadow minions, make the ritual fast/easy for the shadow lord and if you don't... make it harder.
From what I understand the entire point of 4e is to make "on the fly" DMing just a little easier for those times when players don't follow the expected path or the DM just might not have the time to completely prepare a night's adventure. Not every question has to be answered in advance, nor every plot point scripted out. Sometimes the best thing to do is extensively plan, sometimes it is not.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.