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*Dungeons & Dragons
What does the mundane high level fighter look like? [+]
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<blockquote data-quote="hawkeyefan" data-source="post: 9182249" data-attributes="member: 6785785"><p>Why is that a good thing? And how is that different than having an ogre champion and a regular old ogre? Differentiation in monster stat blocks already exists and isn't ever really cited as a problem.</p><p></p><p></p><p></p><p>The GM always has to decide what monsters to use. It's no different in that regard.</p><p></p><p>The high level PCs helping low level town guards need not be a problem either, depending on how you handle it. If the GM is actually rolling attacks for all those extra characters, then they can just track damage as normal for any minion not killed by a PC. I usually just narrate those amounts of extra characters myself. I don't want the players to sit there and watch as I play D&D by myself. </p><p></p><p></p><p></p><p>This kind of justification is no more or less diegetic than the minion rules. </p><p></p><p>This ogre is a greater threat, so his stats are changed to reflect that. These ogres are less of a threat, so their stats are changed to reflect that. </p><p></p><p></p><p></p><p>You talked about predictability being desirable, so I was pointing out that this can all be player-facing, so predictability is a non-issue. </p><p></p><p></p><p></p><p>It is the mechanics controlling the world rather than serving the world. </p><p></p><p></p><p></p><p>I mean, the housecat wouldn't be able to kill the ogre in my living world. Because I don't feel the need to be a slave to the mechanics. </p><p></p><p>I place the world above the mechanics. </p><p></p><p></p><p></p><p>No offense to [USER=20323]@Quickleaf[/USER] because it's a perfectly fine suggestion, but to say it's more elegant than simply lowering enemy HP to 1? Come on now. </p><p></p><p></p><p></p><p>Because they're not powerful heroes? Gee whiz. </p><p></p><p></p><p></p><p>Certainly seems easier than simply changing the HP!</p><p></p><p></p><p></p><p>Well, no... it would run afoul of my concerns if it took a lot of work. It takes almost no work to remove a monster from play when they get hit. </p><p></p><p></p><p></p><p>There are many ways it could be modeled, yes. They range all over in the complexity department. I tend to look at the easiest one to implement at the table to be the most desirable.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9182249, member: 6785785"] Why is that a good thing? And how is that different than having an ogre champion and a regular old ogre? Differentiation in monster stat blocks already exists and isn't ever really cited as a problem. The GM always has to decide what monsters to use. It's no different in that regard. The high level PCs helping low level town guards need not be a problem either, depending on how you handle it. If the GM is actually rolling attacks for all those extra characters, then they can just track damage as normal for any minion not killed by a PC. I usually just narrate those amounts of extra characters myself. I don't want the players to sit there and watch as I play D&D by myself. This kind of justification is no more or less diegetic than the minion rules. This ogre is a greater threat, so his stats are changed to reflect that. These ogres are less of a threat, so their stats are changed to reflect that. You talked about predictability being desirable, so I was pointing out that this can all be player-facing, so predictability is a non-issue. It is the mechanics controlling the world rather than serving the world. I mean, the housecat wouldn't be able to kill the ogre in my living world. Because I don't feel the need to be a slave to the mechanics. I place the world above the mechanics. No offense to [USER=20323]@Quickleaf[/USER] because it's a perfectly fine suggestion, but to say it's more elegant than simply lowering enemy HP to 1? Come on now. Because they're not powerful heroes? Gee whiz. Certainly seems easier than simply changing the HP! Well, no... it would run afoul of my concerns if it took a lot of work. It takes almost no work to remove a monster from play when they get hit. There are many ways it could be modeled, yes. They range all over in the complexity department. I tend to look at the easiest one to implement at the table to be the most desirable. [/QUOTE]
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What does the mundane high level fighter look like? [+]
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