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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What can Next do to pull in 4e campaigns?
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<blockquote data-quote="Jester David" data-source="post: 6255905" data-attributes="member: 37579"><p>I think monsters need a veneer of a class. If the PCs encounter an hobgoblin fighter it should feel like a fighter and not do a dozen cool things the party fighter can't do. If they fight an elf wizard it should feel similar to an elf wizard PC. </p><p>If classed monsters have unique powers it's... disruptive. Distracting. If NPC elf wizard can fire a <em>force bolt </em>that allows them to teleport at-will then why can't the player character learn that same spell?</p><p></p><p>You shouldn't be applying the full class rules (although that should be an option) but there should be a simple template system for giving a monster the feeling of a class, with assorted level bands.</p><p></p><p></p><p>It's a hassle, especially when you mix in feats, spells, keywords and assorted unique special abilities. </p><p>I'm okay with core rulebook spells though. Because they're the same content as the PCs are using it's content I should know anyway, and after a little while you just become familiar with the common spells. You know what a <em>magic missile</em> or <em>fireball </em>does. </p><p>While it's convenient to have the full text in a monster statblock, having 2-3 unique snowflake powers for every monster was a huge headache for me during 4e. A dozen new powers to learn for each encounter, most of which will see a single use? Almost 40 for an entire adventure. Ugh.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6255905, member: 37579"] I think monsters need a veneer of a class. If the PCs encounter an hobgoblin fighter it should feel like a fighter and not do a dozen cool things the party fighter can't do. If they fight an elf wizard it should feel similar to an elf wizard PC. If classed monsters have unique powers it's... disruptive. Distracting. If NPC elf wizard can fire a [I]force bolt [/I]that allows them to teleport at-will then why can't the player character learn that same spell? You shouldn't be applying the full class rules (although that should be an option) but there should be a simple template system for giving a monster the feeling of a class, with assorted level bands. It's a hassle, especially when you mix in feats, spells, keywords and assorted unique special abilities. I'm okay with core rulebook spells though. Because they're the same content as the PCs are using it's content I should know anyway, and after a little while you just become familiar with the common spells. You know what a [I]magic missile[/I] or [I]fireball [/I]does. While it's convenient to have the full text in a monster statblock, having 2-3 unique snowflake powers for every monster was a huge headache for me during 4e. A dozen new powers to learn for each encounter, most of which will see a single use? Almost 40 for an entire adventure. Ugh. [/QUOTE]
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What can Next do to pull in 4e campaigns?
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