tag:blogger.com,1999:blog-6617677799085549365.post8420956856487034662..comments2024-03-12T22:45:16.936+01:00Comments on The Disoriented Ranger: Musings about Combat in Tabletop Role Playing GamesJens D.http://www.blogger.com/profile/18394303166081684904noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-6617677799085549365.post-59490859208345303622016-03-24T07:01:17.055+01:002016-03-24T07:01:17.055+01:00Thanks! The point that I wanted to bring across (a...Thanks! The point that I wanted to bring across (and maybe didn't) was that you need more than monster stats to run an encounter, you need behavior and tactics to not only make it feel "organic" but also to challenge the players within predefined terms (so it's something they could figure out). What you describe pretty much does exactly that with the name alone :) Jens D.https://www.blogger.com/profile/18394303166081684904noreply@blogger.comtag:blogger.com,1999:blog-6617677799085549365.post-23656985114497340962016-03-24T05:09:28.303+01:002016-03-24T05:09:28.303+01:00You make a lot of good points here. A good one yo...You make a lot of good points here. A good one you raise is about monster flexibility and only detailing out the really important monsters, the infamous creatures and notable monsters. That's a great idea.<br /><br />To supplement that something I've been working on recently is to make monsters pretty easy to come up with on the spot, assign them a level and archetype and then some defining quality that separates them from the pack (i.e. amphibious assault lizardmen). Then you're good to go, takes a lot of burden of the GM, especially when you've got monster diversity and don't want to flip through a bunch of MM pages. With fast fluid monster creation you can stat up the legendary creatures and leave everything else to an adventure-by-adventure basis.Van Noahttps://www.blogger.com/profile/13001103794042256370noreply@blogger.com