SDOgre
First Post
After reading the article by James Wyatt on design development it continued a thread I had been thinking about since the first KotS session I ran with the pregen characters.
Just looking at the MM entries makes me drool, with all of these cool powers monsters have. This is something I've wanted for a long time. No longer are kobolds and goblins and orcs just a few hit points in difference.
But as I began to run the monsters I found that their powers didn't translate as being as cool as I thought they were. The players didn't really understand what was triggering the dragonscale kobold's shifting power and figured all kobolds could do it. They weren't seeing behind the DM screen and saying, "Oh, that's cool."
After reading the article it convinced me that I really need to work on not only giving the players a fighting chance by describing a monster power so they can understand it but also describing as much of the cool powers going on as possible.
Just looking at the MM entries makes me drool, with all of these cool powers monsters have. This is something I've wanted for a long time. No longer are kobolds and goblins and orcs just a few hit points in difference.
But as I began to run the monsters I found that their powers didn't translate as being as cool as I thought they were. The players didn't really understand what was triggering the dragonscale kobold's shifting power and figured all kobolds could do it. They weren't seeing behind the DM screen and saying, "Oh, that's cool."
After reading the article it convinced me that I really need to work on not only giving the players a fighting chance by describing a monster power so they can understand it but also describing as much of the cool powers going on as possible.
- Are you finding this difficult in your game?
- Are you making more of a conscious effort to do it in this edition?