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Community
General Tabletop Discussion
*Dungeons & Dragons
Why do good monsters exist, from a game design standpoint?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9755161" data-attributes="member: 6790260"><p>Three reasons.</p><ol> <li data-xf-list-type="ol">Good creatures may aid the party at least some of the time. Hence, their combat statistics matter.</li> <li data-xf-list-type="ol">Good spellcasters may use spells which summon or conjure good creatures. That requires combat stats.</li> <li data-xf-list-type="ol">There can be times where you have Good vs Good conflicts. Rare, and difficult to write, but they exist.</li> </ol><p>Hence, from a game design standpoint, at least having a modest effort at designing good creatures is still useful, if your game includes any of: powerful good creatures aiding PCs, PCs summoning good creatures, or the possibility of two good beings coming to blows.</p><p></p><p>For an example of the latter, consider a falling-out between two different groups of good deities, who disagree about the correct path forward to resolve a problem. Maybe one side thinks direct action right away is absolutely necessary, while the other side thinks caution and patience are absolutely necessary. Regardless of who is right or wrong, it is at least <em>possible</em> that they could come to blows, if the "act NOW!" side forces the issue while the "no WAIT!" side tries to force them to wait. Again, easily becomes "one side was stupid (reckless or irresolute), the other smart" or other weak writing, but the core idea remains.</p><p></p><p>As a general rule, you'll see a lot more variety of evil creatures than good ones, in terms of combat statistics, because you don't need a <em>ton</em> of options to fulfill the three points above. Named leaders, basic footsoldiers, and a handful of higher-tier specialized units are all you really need.</p><p></p><p>And, of course, this is completely ignoring the obvious answer: Some parties of PCs are evil, and will thus have no problem fighting the forces of Good.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9755161, member: 6790260"] Three reasons. [LIST=1] [*]Good creatures may aid the party at least some of the time. Hence, their combat statistics matter. [*]Good spellcasters may use spells which summon or conjure good creatures. That requires combat stats. [*]There can be times where you have Good vs Good conflicts. Rare, and difficult to write, but they exist. [/LIST] Hence, from a game design standpoint, at least having a modest effort at designing good creatures is still useful, if your game includes any of: powerful good creatures aiding PCs, PCs summoning good creatures, or the possibility of two good beings coming to blows. For an example of the latter, consider a falling-out between two different groups of good deities, who disagree about the correct path forward to resolve a problem. Maybe one side thinks direct action right away is absolutely necessary, while the other side thinks caution and patience are absolutely necessary. Regardless of who is right or wrong, it is at least [I]possible[/I] that they could come to blows, if the "act NOW!" side forces the issue while the "no WAIT!" side tries to force them to wait. Again, easily becomes "one side was stupid (reckless or irresolute), the other smart" or other weak writing, but the core idea remains. As a general rule, you'll see a lot more variety of evil creatures than good ones, in terms of combat statistics, because you don't need a [I]ton[/I] of options to fulfill the three points above. Named leaders, basic footsoldiers, and a handful of higher-tier specialized units are all you really need. And, of course, this is completely ignoring the obvious answer: Some parties of PCs are evil, and will thus have no problem fighting the forces of Good. [/QUOTE]
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