>--- John Kim <[EMAIL PROTECTED]> wrote:
>
>>  2) If the players have to reference the _Monster Manual_ anyhow, why
>>     not just tell them to use the stat block from the MM?  Why waste
>>     space copying verbatim something they already have? 
>
>Because not everyone needs to reference the MM.  If I know the abilities and
>qualities of hobgoblins in general, then the stat block is enough.

YMMV, but if i know the abilities and qualities of hobgoblins in 
general, then "hobgoblins" or "tough hobgoblins" is enough info.  i'm 
going to adjust their stats to match my party/setting/etc. before, 
and possibly during, play anyway, so why even have them there?  why 
not just make them up as i go?  "hmmm... 4 hobgoblins. the PCs have 
two heavy fighters and a mage with lots of ranged attack spells. 
better give the hobgoblins 8HD each, and a couple of feats to get 
past the fighters and take down the mage."--and, not having looked at 
any monster stats in 3E, i neither know nor care if that's tougher or 
weaker than a by-the-book hobgoblin, so long as it works in my game, 
and behaves like a hobgoblin, since that's the part that matters for 
their inclusion in the scenario.

>Plus, it
>lets you customize these hobgoblins...more or less hit points, add a character
>level or three, give them some odd magical item...endless uses for stat blocks
>besides description.

but, by a strict reading, you can't customize how they behave--you 
either have to start from scratch, or leave them unchanged by 
implication.  or, at least, that's what we're arguing about in this 
thread.  i don't see why it's more useful to be able to provide a 
version with customized stats in your game than one with customized 
description/personality/culture.
-- 
woodelf                <*>
[EMAIL PROTECTED]
http://webpages.charter.net/woodelph/

If any religion is right, maybe they all have to be right.  Maybe God
doesn't care how you say your prayers, just as long as you say them.
--Sinclair
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