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General Tabletop Discussion
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When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 7008471" data-attributes="member: 6701872"><p>Of course issues could arise, but that is why I would advocate that all the items found by the characters be first used against them by monsters. And there is the interesting, in my opinion, limiter that takes some of the steam out of the Monty Haul style of campaign - attunement. Each item recovered from a monster isn't as much of a power boost to the party if a sizeable number of them require attunement, and since the intention of including magic items on the monsters is to significantly boost their power and the significantly powerful magic items require attunement, it kind of works out (or at least works better than it would in other versions of D&D).</p><p></p><p>Yeah, I would advise against that approach as well - either give the monster permanent items that the party can use once they defeat it, or boost the monsters by giving them expendable magical items so that the reason the party can't gain them after defeating the monster becomes that they didn't manage to prevent said usage (i.e. the party all saw the wand in the monster's hand and no one disarmed it, so the monster burned through all the charges it could, and maybe the wand turned to dust as a result), or that it makes sense the monster didn't have more (such as potions or scrolls).</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 7008471, member: 6701872"] Of course issues could arise, but that is why I would advocate that all the items found by the characters be first used against them by monsters. And there is the interesting, in my opinion, limiter that takes some of the steam out of the Monty Haul style of campaign - attunement. Each item recovered from a monster isn't as much of a power boost to the party if a sizeable number of them require attunement, and since the intention of including magic items on the monsters is to significantly boost their power and the significantly powerful magic items require attunement, it kind of works out (or at least works better than it would in other versions of D&D). Yeah, I would advise against that approach as well - either give the monster permanent items that the party can use once they defeat it, or boost the monsters by giving them expendable magical items so that the reason the party can't gain them after defeating the monster becomes that they didn't manage to prevent said usage (i.e. the party all saw the wand in the monster's hand and no one disarmed it, so the monster burned through all the charges it could, and maybe the wand turned to dust as a result), or that it makes sense the monster didn't have more (such as potions or scrolls). [/QUOTE]
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When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?
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