After they've met kobolds, is there any reason to assume that they don't recognize them again the next time they see them?While that's DM 101, any player playing for a while will recognize that as a kobold* and begin the cycle there...
Which can be alleviated by never describing the monster the same way twice, but how many ways can you describe a "kobold"? The wheel can only be re-invented so many times before it ends up a square.
Sure, and it wouldn't bother me much. I was responding specifically to the question (I can't remember who posed it off-hand) that players recognize their monsters. It's not hard to make that not an issue if you don't want that. If you don't care, then call them kobolds and be done with it.Remathilis said:There's a fine line between "metagaming" and "paying attention."
See above. However, I think D&D has a completely different problem with regards to this question... the absurd assumption that adventurers come across 1d4 (or whatever) wandering monsters on their daily commute. The sheer preponderance of monsters in D&D and the expectation of how often adventurers deal with them has two unanticipated consequences--1) it doesn't actually make any sense that any people or civilizations formed and lasted in these settings without falling apart to monstrous depredation, and 2) from a metagame standpoint, monsters lose all aspects of being monstrous. They're routine which is the opposite of monstrous. Players don't give much thought to the notion of there being bazillions of monsters all around them all the time.I'd call both of these problems unless the setting was intentionally one where the PCs have little knowledge of the world they supposedly grew up in.
I personally don't have much use for the standard D&D paradigm on monsters most of the time when I run. I focus much more on NPC antagonists; bandits, cultists, corrupt soldiers, organized crime, etc. In the wilderness, you've got wild animals: bears, lions, wolves, elephants, etc.
Monsters, when they appear, need to be something special. An entire adventure can be structured around the gradual reveal and confrontation with a monster. So, to me, the notion that there are a bunch of kobolds all sitting around out there, and anybody who desires to be an adventurer is already really familiar with what a kobold is, how it operates, and what it's likely to do, defeats the purpose of kobolds even being in the monster manual at all.
Also: kobolds are intelligent. The idea that all kobolds everywhere, and all kobold society everywhere is the same is as ridiculous as the notion that all humans and all human societies everywhere is the same. Also: it's boring.
Actually, I often do that too. But when shifting the paradigm of them from monster race to NPC race, the notion of monolithic cultural expected behavior becomes less likely. As does the concept of them being "dungeon inhabitants" as opposed to a race that you could do all kinds of different kinds of interactions with in all kinds of environments.I mostly agree with you - I just treat the more common humanoid races (orcs, goblins, etc) as NPC races who can be relatively common in some areas.
The biggest problem I have with undead in this paradigm is actually the cleric's turn undead ability. I tend to focus more on eliminating or modifying the cleric, though.The Shadow said:Monsters, on the other hand, should be special. And scary! I tend to beef up undead in particular for just that reason - I quite approve of the Undead Fortitude trait the zombie has.
What examples do you have in mind?
But the PHB itself, the "corest" of the core books, was a misfire. Interesting characters and plotlines were created in spite of that book, not because of it. It was nothing but solid mechanics, with no deep flavor or inspiration. And what do you know? 4e is the one edition that most frequently, by far, gets the "it's just a board/war/video game imitator" accusations leveled at it. (I don't agree with those accusations by a long shot, but I do understand where the impression comes from.)
For me, I found the 4e PHB has more flavour and inspiration than any other D&D PHB.The 4e PHB.
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the PHB itself, the "corest" of the core books, was a misfire. Interesting characters and plotlines were created in spite of that book, not because of it. It was nothing but solid mechanics, with no deep flavor or inspiration.
For me, the difference between the 4e MM and Gygax's MM is that Gygax's MM has statblocks plus advice on demography, whereas the 4e MM has more dynamic statblocks (I can read those statblocks and envisage dramatic encounters resulting from them) and information on how the monster fits into an epic backstory.the Monster Manual was pages and pages of stat blocks with maybe three nuggets of info
The races all have mythic histories presented, for instance. Gygax's PHB tells me that dwarves are short, live in mountains and like beer. The 4e PHB tells me that dwarves were once slaves of giants, who were liberated with the help of their god. That, to me, is flavour and inspiration.
Pen, I think you hot on what bugs me. The older dnd monsters had lots of demographically important bits but rarely tried to fit things into a larger story, epic or not.
The 2e Monstrous Manual entry on kobolds has tons of "biological" information about kobolds but nothing about history.
Honestly, that's what I want.