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Why I hate the Hydra: —and other dumbed down 4E monsters—
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<blockquote data-quote="Lizard" data-source="post: 4264640" data-attributes="member: 1054"><p>Sigh.</p><p></p><p>I keep forgetting I am, apparently, the only person on this board (perhaps the only person on the planet, to judge by WOTCs marketing) who has players interact with NPCs in a non kill-them-now environment. Hence, my desire for two stat blocks -- or more, if I happen to think the whole White Wolf multi-stage werewolf thing is cool. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>4e starts simple, so it's easy to add as much complexity as you desire without going over the top. 3x was pretty near the "too much" point, so adding more to it was often problematic. Call this a win for 4e.</p><p></p><p>To use a Real Play (tm) example: In my D20M game, one of the PCs had a werewolf for a roommate. Cage in the basement, you know the drill. A large plot arc revolved around his old pack coming to hunt for him in the city (San Francisco, if anyone cares). Since the roomie was with the PCs a lot, usually in human form, and often interacted with them mechanically -- either in arguments/debate (diplomacy/intimidate) or in the occasional street brawl (damn kobold gangstas), I needed his "Human" stats. Since he was hostile to them in wolf form, I needed his "wolf-man" stats, and having them be different really emphasized the nature of the curse -- from reasonably strong, reasonably normal guy to virtually insane low-int rage-crazed killing machine. There were two "big boss" werewolves who also interacted with the PCs a lot in human form.</p><p></p><p>When the big "assault of the pack" scene came, I needed Genericus Wolfmanus stats for the hordes (In 4e, I'd use minions), and of course wolfman stats for one of the bosses (the other sat out the fight to be a recurring foe). I didn't need human-form stats for the mass onslaught, because there'd be no real chance of the PCs interacting with them in human form, and, if they did, I could use Generic Toughs from the D20M manual.</p><p></p><p>So, for pure "Assault of the Rat Men" scenarios, yeah, you probably only need one set of stats, especially if the human form is weaker (because why would the rat men ever use it in combat?) But if you've got long-time werewolf NPC, I think two stats are needed. At least for my games. Run your own the way you want, eh wot?</p></blockquote><p></p>
[QUOTE="Lizard, post: 4264640, member: 1054"] Sigh. I keep forgetting I am, apparently, the only person on this board (perhaps the only person on the planet, to judge by WOTCs marketing) who has players interact with NPCs in a non kill-them-now environment. Hence, my desire for two stat blocks -- or more, if I happen to think the whole White Wolf multi-stage werewolf thing is cool. :) 4e starts simple, so it's easy to add as much complexity as you desire without going over the top. 3x was pretty near the "too much" point, so adding more to it was often problematic. Call this a win for 4e. To use a Real Play (tm) example: In my D20M game, one of the PCs had a werewolf for a roommate. Cage in the basement, you know the drill. A large plot arc revolved around his old pack coming to hunt for him in the city (San Francisco, if anyone cares). Since the roomie was with the PCs a lot, usually in human form, and often interacted with them mechanically -- either in arguments/debate (diplomacy/intimidate) or in the occasional street brawl (damn kobold gangstas), I needed his "Human" stats. Since he was hostile to them in wolf form, I needed his "wolf-man" stats, and having them be different really emphasized the nature of the curse -- from reasonably strong, reasonably normal guy to virtually insane low-int rage-crazed killing machine. There were two "big boss" werewolves who also interacted with the PCs a lot in human form. When the big "assault of the pack" scene came, I needed Genericus Wolfmanus stats for the hordes (In 4e, I'd use minions), and of course wolfman stats for one of the bosses (the other sat out the fight to be a recurring foe). I didn't need human-form stats for the mass onslaught, because there'd be no real chance of the PCs interacting with them in human form, and, if they did, I could use Generic Toughs from the D20M manual. So, for pure "Assault of the Rat Men" scenarios, yeah, you probably only need one set of stats, especially if the human form is weaker (because why would the rat men ever use it in combat?) But if you've got long-time werewolf NPC, I think two stats are needed. At least for my games. Run your own the way you want, eh wot? [/QUOTE]
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