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Wandering Monsters: Creepy and Crawly—Simultaneously!
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<blockquote data-quote="JamesonCourage" data-source="post: 6147709" data-attributes="member: 6668292"><p>I still don't get the claim that wasps / bees / hornets basically attack the same (or even have the same motivations, or whatever). Or that dragons are. Or giants are. I kind of get canines, mechanically, depending on breed.</p><p></p><p>I'd rather they give stats that actually reflect the creature, not say "here's your wasp / bee / hornet." Because, if I did that, then, at best, I'd have something accurate for one of them, but not the other two. If it was "here's your wasp / bee / hornet, and here's how you turn the dials to the whichever you select," then I think I'd have zero problem with that. The wasp paralyzes you, the bee dies after the sting, the wasp bites and stings you (with potentially pretty poisonous venom). Or, if it was "here's your dragon, and here's how you turn the dials to the whichever type you select," then I think I'd have zero problem with that, as well.</p><p></p><p>I don't mind saving space, where it's appropriate. I do mind the mechanics not accurately reflecting the fiction. I'd rather them say "we made a giant wasp, but we didn't make a giant bee or giant hornet, sorry" than "we made a giant wasp; if you want a giant bee or giant hornet, just call it that, because they're all basically the same." Well, no, they're not. Neither are giants, or dragons, or whatever. I can see saying "up this dragon's damage die by one step" or "change this sting to a bite" or the like, but I do object to "eh, they're basically the same."</p><p></p><p>Just my take, obviously, but if you're going to give us mechanics, make it match the fiction. That was my problem with the hook horror, a while back. It could impale you and keep you in place (escape on a Strength check); okay, sure. But, HP isn't necessarily getting skewered, is it? Oh, is it physical damage, then? Enough to impale you? If a stone giant throws a boulder at me, and it does HP damage, does that mean it was physical damage, then? Enough to crush me?</p><p></p><p>The problem, of course, is we're getting mixed signals about what things represent. Do hook horrors and poisoned weapons just physically connect more often than other things? It's things like this I want resolved within the system. The mechanics don't necessarily match the fiction, nor do they necessarily work well with other mechanics. Because of HP, I can get lightly brushed by boulders, but hook horrors and poisoned weapons hit more often, and jumping off a cliff means I'm the Assassin's Creed guy jumping into hay (as long as I have enough HP). And that's a problem for me, personally.</p><p></p><p>I'd like to see them fix these things. Only want one stat block? Fine; either say "it's not all three, and we didn't make the other two" or say "here's how to tweak it to make it one of the other two." But, please, don't say "it's all three!" when it's clearly not. Please, define HP in a way that works with the mechanics you put into the game, like falling damage, boulders, hook horrors, poisoned weapons, and healing. It would be much appreciated. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6147709, member: 6668292"] I still don't get the claim that wasps / bees / hornets basically attack the same (or even have the same motivations, or whatever). Or that dragons are. Or giants are. I kind of get canines, mechanically, depending on breed. I'd rather they give stats that actually reflect the creature, not say "here's your wasp / bee / hornet." Because, if I did that, then, at best, I'd have something accurate for one of them, but not the other two. If it was "here's your wasp / bee / hornet, and here's how you turn the dials to the whichever you select," then I think I'd have zero problem with that. The wasp paralyzes you, the bee dies after the sting, the wasp bites and stings you (with potentially pretty poisonous venom). Or, if it was "here's your dragon, and here's how you turn the dials to the whichever type you select," then I think I'd have zero problem with that, as well. I don't mind saving space, where it's appropriate. I do mind the mechanics not accurately reflecting the fiction. I'd rather them say "we made a giant wasp, but we didn't make a giant bee or giant hornet, sorry" than "we made a giant wasp; if you want a giant bee or giant hornet, just call it that, because they're all basically the same." Well, no, they're not. Neither are giants, or dragons, or whatever. I can see saying "up this dragon's damage die by one step" or "change this sting to a bite" or the like, but I do object to "eh, they're basically the same." Just my take, obviously, but if you're going to give us mechanics, make it match the fiction. That was my problem with the hook horror, a while back. It could impale you and keep you in place (escape on a Strength check); okay, sure. But, HP isn't necessarily getting skewered, is it? Oh, is it physical damage, then? Enough to impale you? If a stone giant throws a boulder at me, and it does HP damage, does that mean it was physical damage, then? Enough to crush me? The problem, of course, is we're getting mixed signals about what things represent. Do hook horrors and poisoned weapons just physically connect more often than other things? It's things like this I want resolved within the system. The mechanics don't necessarily match the fiction, nor do they necessarily work well with other mechanics. Because of HP, I can get lightly brushed by boulders, but hook horrors and poisoned weapons hit more often, and jumping off a cliff means I'm the Assassin's Creed guy jumping into hay (as long as I have enough HP). And that's a problem for me, personally. I'd like to see them fix these things. Only want one stat block? Fine; either say "it's not all three, and we didn't make the other two" or say "here's how to tweak it to make it one of the other two." But, please, don't say "it's all three!" when it's clearly not. Please, define HP in a way that works with the mechanics you put into the game, like falling damage, boulders, hook horrors, poisoned weapons, and healing. It would be much appreciated. As always, play what you like :) [/QUOTE]
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