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Post by thorswulf on Aug 15, 2007 21:22:18 GMT -6
This is an idea I have had kicking around in my head for awhile, and it is partially inspired by EPT. In EPT it is briefly mentioned in the section on Experience points that monsters get so many experience points per Hit Die as per D&D. It goes on to mention that a 10th level Ssu Lord with more spells and powers would be worth considerably more experience points.
I have wondered for years why D&D in all of it's older incarnations never had rules for creating Monster NPC Leaders. I mean it makes sense that Orcs and Goblins would have really tough leaders, and that these races should have anti heroes and anti superheroes as well. This seems to be in the spirit of Chainmail at the very least.
So have any of you tried this approach? I guess it never really occured to me as kid, and that 25+ years of gaming hindsight brings up all kind of questions.
I suppose that humanoid monsters like Bugbears and Gnolls might not need to be raised up too high, but think how obnoxious a 4th level Kobold Fighter could be to a low level party! This will eventually cause some interest in some players to want to play a monster, but this is also dealt with in the rules, if briefly.
Thorswulf
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Post by philotomy on Aug 16, 2007 14:42:35 GMT -6
I've always viewed the monster entries in D&D as "typical" or "average" specimens. For "monster NPCs" I just apply whatever set of skills and abilities I want. I don't think monsters need to follow a specific set of rules for giving them classes, levels, et cetera. That kind of bookkeeping and detail may be appropriate for PCs, but monsters don't really require it, IMO. Just give them the stuff (e.g. HD, abilities, "throws knives like a 4th level fighter'") you think they should have.
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Post by thorswulf on Aug 16, 2007 21:11:36 GMT -6
That makes good sense! Sometimes I get a little wrapped up in the idea, not the application! Some of the old Blackmoor ideas about having players play monsters vs. monsters and using delvers for hired muscle are fun too.
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Post by coffee on Aug 16, 2007 22:57:40 GMT -6
I have to say that this is not a bad idea.
According to my Vol II, Orcs in particular have a chance of having Fighting Men (unspecified race, so I'll assume human), Magic Users, Dragons, Ogres and/or Trolls fighting with them. These are described as leader/protector types. I would assume from that that the idea of having something more to the encounter than just your standard garden variety orc was intended all along.
Goblins in lair will have a goblin king who fights as a Hobgoblin in all respects.
So I say go for it! Keep those players on their toes!
As an aside, I read once somewhere about a DM who had a kobold with an 18/00 strength. He really surprised the characters when he laid into them with a two-handed sword!
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Deleted
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Post by Deleted on Sept 2, 2007 20:18:23 GMT -6
It's a nice idea to have stronger versions of monsters stocked in the dungeon. Players see an Orc and think "what an easy kill" and then it has 5HD or something! LOL
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serendipity
Level 4 Theurgist
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Post by serendipity on Sept 3, 2007 13:22:58 GMT -6
Question: when you toss those extra-tough baddies at your players, do you give them verbal cues and clues in the flavor text, or do you just let them find out the hard way?
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Post by Deleted on Sept 3, 2007 18:48:37 GMT -6
My players have learned the hard way never to assume that a kobold is only a kobold. But, yes, I do give some clues as I go, the monster leaders have more confidence and are smarter than the average, etc, that is how they got their after all.
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jjarvis
Level 5 Thaumaturgist
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Post by jjarvis on Mar 27, 2008 4:45:06 GMT -6
Question: when you toss those extra-tough baddies at your players, do you give them verbal cues and clues in the flavor text, or do you just let them find out the hard way? Give them clues it's more exciting and will be remembered longer then any reasonable stat bumps a leader or tough gets.
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