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Wandering Monsters: Living Traps
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<blockquote data-quote="Hussar" data-source="post: 6141104" data-attributes="member: 22779"><p>This I'll disagree with. Anything that can't really move on its own, like molds and slimes, really should just be a trap. Why bother with a full monster write-up? If it can't attack, as you say, then it doesn't need those stats. Rot Grubs, Throat Leeches and the like? Traps. They're pretty binary. There's not a whole lot of difference between an acid trap on the chest and a bunch of rot grubs. Mechanically, they're pretty much exactly the same.</p><p></p><p>Same goes for shriekers. They can't actually hurt you, so, why do they need hit dice and AC? What's the difference between shriekers and an Alarm spell? </p><p></p><p>And, if you make these things into traps/hazards, they get treated differently. Maybe the rogue or druid can do something about that trapper instead of just beating on it with lumpy metal things.</p><p></p><p>I'd actually go the other way and have a fairly lengthy section in the DMG for living hazards. I know the Environmental series (Sandstorm for example) had really cool environmental and living hazards for their specific environments. Makes space in the MM for actual monsters.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6141104, member: 22779"] This I'll disagree with. Anything that can't really move on its own, like molds and slimes, really should just be a trap. Why bother with a full monster write-up? If it can't attack, as you say, then it doesn't need those stats. Rot Grubs, Throat Leeches and the like? Traps. They're pretty binary. There's not a whole lot of difference between an acid trap on the chest and a bunch of rot grubs. Mechanically, they're pretty much exactly the same. Same goes for shriekers. They can't actually hurt you, so, why do they need hit dice and AC? What's the difference between shriekers and an Alarm spell? And, if you make these things into traps/hazards, they get treated differently. Maybe the rogue or druid can do something about that trapper instead of just beating on it with lumpy metal things. I'd actually go the other way and have a fairly lengthy section in the DMG for living hazards. I know the Environmental series (Sandstorm for example) had really cool environmental and living hazards for their specific environments. Makes space in the MM for actual monsters. [/QUOTE]
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