Glyfair
Explorer
The last thread was getting a bit long in the tooth, so I decided to start afresh this week. These will just be 4E hints and tidbits from WotC's blogs. There are lots of other good things in there, so I recommend you go there to read the whole blogs.
Matthew Sernett had a lot to say about monsters:
David Noonan has a bunch of stuff dealing with his playest:
Matthew Sernett had a lot to say about monsters:
Matthew Sernett's blog said:We are not going back to a 1st or 2nd edition means of creating monsters. Those editions had no standards for monster design. Everyone just eyeballed it and hoped it was fair and fun (often it wasn't).
Third edition gives the illusion of fairness by giving you formulas to rely on, but you can use all the formulas perfectly and easily end up with an unfair or unfun monster. Advancing monsters by hit dice is a great example. Depending on its type and ability scores, the CR raise you give it according to the formulas might work out okay, but just as often the monster ends up too tough for its CR or too weak.
CR is often just a shot in the dark. We usually get it right, but I'm betting you can think of some critters that are way out of their weight class.
For each level of play we're devising a range of numbers for monsters that provide fairness and fun. Those numbers are based on what the PCs bring to the fight in terms of their potency and defenses, and upon the general role in the fight a monster is likely to be in.
Thus, the ogre, who is most likely to be the tough brute in melee, uses the “brute” range of numbers for its level. The numbers in that range and their distribution are designed to be fair and fun in a fight while at the same time allowing the artillery monster (like maybe a gnoll archer) of the same level to feel different but still be fair and fun. Of course, an ogre can chuck spears and that gnoll archer can charge up and hit you, but the numbers are devised in a fashion to produce great results when the monsters are used how people normally would use them. The ogre that’s in your face has more hit points than the gnoll archer that is using the ogre as a shield.
Changing a monster will be easier and more fair that ever. Rather than jumping through hoops and doing a lot of math with uncertain results, you can just look at the numbers for where you want to be and put the monster there. You might get there by adding a class, by "advancing" a monster, by adding a template, or some combination. The key is that you'll know where you need to get to in order to make the monster work right.
David Noonan has a bunch of stuff dealing with his playest:
David Noonan's blog said:For this playtest adventure, there's no radically new state of the art in adventure design--at least, not that I've thought of yet. But it's just a lot easier to do the stuff that we usually identify as the hallmarks of artful adventure design: a wide variety of encounters, a dynamic environment, interesting bad guys. Oh, and cool loot. Can't forget that.
And you can bet that I'm going to throw some noncombat challenges in there. I'm still fired up about last week's social challenges--and the framework for noncombat encounters that makes 'em possible.
Wanna help? Give me some structural elements appropriate for a low- to mid-level adventure. Tell me your favorite monsters, sure, but realize that I'm fairly constrained there by some specific demands of the playtest. But if you really want "chasms," "rivers of lava," "peristaltic tube-hallways"--that's stuff I can get in play for playtest pretty quickly. Tell me about your favorite traps. Give me a tense negotiation situation.
And (here's a big one I've been thinking about a lot) give me a cool hazard/obstacle that tests both the characters and the players--something you've got to think your way through. Especially if it's something we can put under time pressure or dudes-are-shooting-at-us pressure, that's solid gold. I want the player thinking to be organic--none of this "you must solve this sudoku to get through the door" stuff.
Post your ideas here. I realize that what I'm asking for is pretty vague, but I'll browse that thread and use it to dress up the adventure. So have fun.
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