The WOW method to monsters? Would you hate it?

3.5 intrinsically recognizes this already. That's the point of the 3.5 Monster Manual.

Humanoid monsters are no longer "monsters" as they were in 1st and 2bd Ed - they are now races with classes and levels just like human.

Other monsters may be advanced in hit dice, size and abilities.

Rolemaster did this over 20 years ago with how they treated orcs. I'd hate for a mechanic this basic be credited to Blizzard and WoW. It certainly isn't something they came up with at all.
 

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woodelf said:
What's "WoW"?
World of Warcraft

And I've got no problem with 'high level' Gnolls/Orcs/Kobolds/whatever. It makes things more interesting. At least two groups of my players have learned never to judge a Kobold by the rags he wears...
 

While I've got no problem with high-level tribes of humanoids, I agree it should be something that is established in the campaign from the start and not just something dropped into the game.

One of the problems that having tribes of high-level humanoids causes, though, is that it can overwhelm your campaign's economy. A single 12th-level goblin should have about 27,000 gp in gear to match his level. If you have a small tribe of 14 of these guys, that's 378,000 gp in all, which is about three times the amount of treasure a baseline D&D campaign gives out to a group of 12th level PCs who fight throguh 14 CR 12 encounters. If you nerf the goblins and give them wimpier stuff, then they're not really CR 12 encounters. We ran an adventure in issue #118 of Dungeon, and while I still think it's a really fun and well-written adventure, I'm fairly certain that I won't be publishing any more adventures featuring tribes of high-level NPCs in the future. It just messes with things too much.

It seems to work pretty good for World of Warcraft, though; I've been addicted to that dang game since its release, so my wallet says that it's not a completely uneconomical way to set up a campaign world. ;-)
 

James Jacobs said:
If you nerf the goblins and give them wimpier stuff, then they're not really CR 12 encounters.

No, you give them stuff that's not likely to be of raw use to the PC's. That halves the gold value right there. For starters only 4 (or so) sets of armour and weaponry is likely to be of use to the PCs. Then you give out a bunch of expendables, and use some of them - again, less ongoing treasure for the PCs.

Also you have to factor in that the PCs probably fight a good few encounters that have little or no treasure at all (demons, animals etc tend to be totally treasureless). Basically it all evens out in the end, assuming you don't have the entire campaign made up of fully-equipped NPCs. In that case though, you've other problems (like how phenomenally good charm person is for instance)
 

James Jacobs said:
One of the problems that having tribes of high-level humanoids causes, though, is that it can overwhelm your campaign's economy. A single 12th-level goblin should have about 27,000 gp in gear to match his level.

Sigh.

If you stop assuming that wealth is liquid, most of these sort of conceptual problems go away. All the money figure really means is that the goblin has picked up some talismans and maybe a few magic weapons. Sure, it'd be a windfall for a commoner, but could he get full value for it at the general store?
 

How to explain tribes of high level humanoids - templates!

They aren't just gnolls they are the 'Spawn of Yenogghu' (Dire, Feindish, half-dragon, plague bearing Paragon Gnolls of Legend:o)
 


Gundark said:
I've been thinking about the monsters and how they are protrayed in WoW vs. D&D. What I mean is that in D&D say Gnolls pretty much dissapear after 6th-10th level. In WoW the Gnolls grow in level with you as you go to different areas.
There's a couple reasons for that. As a matter of tradition, monsters like orcs and gnolls have always been INTENDED as low-level threats, not as threats that scale easily through all levels of characters. In the past it's required that they appear en masse in order to challenge characters beyond low levels. In past editions people have simply tacked on a wad of hit dice to try to make them continue to work beyond low levels. In 3E we can advance monsters or give them character levels - but it still doesn't mean it's a good idea to try to make them continue to scale as a threat that way because they STILL aren't designed in the first place as a continually-scaling threat - they've just been translated from old editions to 3E.

It's now understood that constantly scaling all and sundry monsters exactly to the PC's levels and capabilities ALL the time produces a campaign that seems artificially scaled to the PC's rather than a world that actually has a life of its own. In other words, some monsters ARE just weaker than others and it's a good thing that the game works that way. While it CAN work in isolated circumstances, to unthinkingly have the PC's fighting all the same old humanoid monsters at 20th level that they were fighting at 1st level is a bit wacked.
It always bothers me that certain low level monsters drop out of the game (D&D) after a certain level. However the WoW method seems to wreck with the "reality" of the game.
One of the things you have to remember about a MMORPG like WOW is that it is MASSIVELY multiplayer and thus has certain design requirements that your casual game of D&D on the weekends does not. That is that it has to challenge characters from the lowest levels to the highest levels, everywhere in the game and do it 24/7/365 in REAL-WORLD-TIME. That means that you need "shortcuts" like simply taking the same monsters and scaling them up to provide a proper range of opponents to the degree that is needed. Your own dining room game is INSANELY more personalized and intimate - which means that you don't NEED to continually shovel combat opponents at THOUSANDS of characters in real-time.

I enjoy WOW as much as the next guy but I chafe when people insist that it is a ROLEPLAYING game in the same sense that my dining room game of D&D is. Roleplaying in a MMORPG is limited to PC-to-PC roleplaying - at best - and most of that is verbal. Your characters actual movements and activities still cannot be ruled to affect the other characters except as the programmed game-rules will allow - which is virtually NIL. You can't talk to NPC's, deal with monsters, or interact with the world except in INSANELY limited, tightly scripted ways. They often give a fair IMITATION of roleplaying in those areas - but it's JUST imitation. When you get right down to it, WOW (like every other online "RPG"), is simply a stylish treatment of the cycle of combat, increase power, combat something stronger, increase power again... etc. There is no interaction with the world except according to the prescripted events. And freedom of movement in a game world shouldn't be mistaken for the kind of interaction with a game world that comes with a living, breathing, reacting and improvising DM. Being able to say anything you like to another player character doesn't mean that that character can do anything but talk back at you.
Would the WoW system bother you in D&D? Would seeing a tribe of 12th level Gnolls utterly bug you? What is your opinion?
Yeah, it bugs me because it DOES wreck the perception of reality in the game. If the PC's are running into the same number of 12th level gnolls when they themselves are 14th as the number of base level gnolls they encountered when they were at 1st level, well... where were those 12th level gnolls then? I could design a campaign that would feature gnolls of EVERY level and have it make sense, but I can't help but think that my players would nonetheless be REALLY tired of fighting gnolls ALL the time.
 

Gundark said:
I've been hooked on WoW espically since out group decided to take a break away from RPGs until the summer was over. I've been thinking about the monsters and how they are protrayed in WoW vs. D&D. What I mean is that in D&D say Gnolls pretty much dissapear after 6th-10th level. In WoW the Gnolls grow in level with you as you go to different areas. It always bothers me that certain low level monsters drop out of the game (D&D) after a certain level. However the WoW method seems to wreck with the "reality" of the game. Would the WoW system bother you in D&D? Would seeing a tribe of 12th level Gnolls utterly bug you? What is your opinion?


I have always run my game like this. Its never caused me any problems and I never have trouble challenging high level PCs.
 

James Jacobs said:
One of the problems that having tribes of high-level humanoids causes, though, is that it can overwhelm your campaign's economy. A single 12th-level goblin should have about 27,000 gp in gear to match his level. If you have a small tribe of 14 of these guys, that's 378,000 gp in all, which is about three times the amount of treasure a baseline D&D campaign gives out to a group of 12th level PCs who fight throguh 14 CR 12 encounters. If you nerf the goblins and give them wimpier stuff, then they're not really CR 12 encounters. We ran an adventure in issue #118 of Dungeon, and while I still think it's a really fun and well-written adventure, I'm fairly certain that I won't be publishing any more adventures featuring tribes of high-level NPCs in the future. It just messes with things too much.
I find that the general economic system isn't built particularly stable or accurate in the first place to where it fits the power and income of the PCs. And CRs are a guide. As much as 3E is a game of numbers, you can't always break it down to numbers that quickly.
 

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