Thread #97932805
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How can I make small basic enemies stay relevant? I don't want to run analog Oblivion where more common animals and monsters go extinct with level ups.
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kek you just know he was hitting F5 waiting for a reply to pop up
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>>97932805
first tip is don't worry about it too much, second is to run them in larger groups, third is to give them abilities, legendary resistances, multiple attacks, fourth tip is to promote them to have minions and underlings, fifth tip is to not worry about it
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>puckee thread
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>>97932805
>t. small basic enemy, desperately trying to stay relevant by forcing random encounters which add nothing yet sap everyone's enjoyment of the game
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Fuck off.
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Up to 7 pukee threads now, he's ramping up again.
Remember to always season your post with sage
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>>97932805
Stop spamming this shitty fucking thread, puckee you loser
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>>97932805
Why does this thread keep getting made over and over again?

Every permutation of possible answer has already been told after having this thread dozens of times over the past year alone.
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>>97932805
in the same way that you roll skill checks only when there is doubt about the chance of success, combat should be treated similarly
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>>97936507
What do you mean?
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>>97937369
Lurk more and you will get it newfag
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>>97932805
Mod thread
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>>97932805
It's a problem with D&D scaling.
A level 20 goblin has more HP than a lv 1 elephant, because D&D hp aren't "meat points" - they're more abstract.

A game like Runequest keeps your stats mostly static, barring enchantment, and has your skills be what scales up and up and up, and HP is "meat points", and armour is direct damage reduction over the area.

Your problem is with D&D itself.

In Runequest a swarm of giant rats is dangerous at any level, because you can't reasonably react to all their attacks without accumulating a preposterous malus, and eventually one of them will crit through your armour.
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>>97932805
>Mom, I've posted this again!
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>>97937734
Huh?
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>>97932805
I think the only way to do this is be leveling being more nuanced and HP being low, like in Mythras, BRP, or some OSR hacks.
I really like that, a mix of Super powered characters, than have to fear the smol creepy crawlies if they aren't prepared for them, in DND once you level up the combat gets bogged down and its hard to die, and you can be revived quite easy, but in lower power games it feels mroe dangerous and you have to fear to be cornered be mudcrabs or whatever.
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>>97932805
You change up the tactics they use
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>>97937810
>>97937369
You're fooling nobody.
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>>97932805
Oooh wooow, this picture is so impressive! You must have some damn impressive pictures friend.
Fascinating illustration, wow is that a massive rat? This might be the best monster pic i've ever seen!
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This is translated from "Svitky Hrdinu", upcoming fantasy PbtA. I quite like the mechanic, but you probably would have to integrate it better into your system.

> Skirmish

>There will be situations when you won't want to play out an entire combat. You might brawl in a tavern or get tasked with killing rats in the cellar. Simply unimportant fights or enemies where it's clear you can easily defeat them. In such cases, it's possible to resolve the entire conflict with a single roll for this turn. The player with the highest relevant attribute rolls.

>+Strength: For melee combat
>+Agilitiy: For ranged combat
>+Stealth: For ambush attacks

>Complete success: You've won smoothly.
>Partial success: You've won, but mark one vitality for each hex of the opponent's endurance. Calculate this damage according to your judgment.
>Failure: Mark two vitality for each hex of the opponent's endurance, with damage distributed evenly. The opponent managed to escape or achieve a partial victory.

>The Skirmish can also be used to complete a combat that was previously being played out using other turns. It might happen that the main enemy is dead and you just need to take care of their henchmen. Or the main objective has been achieved and finishing the fight is just a formality.
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>>97932805
Why do spam shitty ai gens here 24/7

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