damage vunerabilities are great too though, especially if you know a player has a spell or weapon they havent been using much. if you often run monsters with different weaknesses it really helps players try different spells instead of just using fireball for everything.
My DM intended for us to use the nearby well and buckets to get water to fight the fire elemental........... We ruined the fight by throwing the fire elemental down the well and then dropping rocks on it......... He didn't have much else planned for the evening.
Wouldn't the best option to be rebalancing all making it so you can deter players from using some weapons completely on a monster to really punch in that they should use something else. Though that may not be smart in the start of a new campaign but as a more later thing.
So I had a character who in his design he carried like 30 different flasks of alcohol on his person at all times. And this was potent stuff, DM started having me roll a con save in some of them. So one day my guy goes to burn down a house, he was neutral evil and the dwellers had hurt his friend, and I asked the dm. If the alcohol is strong enough to need a con save…..is it flammable? So after the house incident he started lobbing his new Molotov cocktails everywhere, it was great and turned a goofy design choice, and the characters alcoholism, I to an actual mechanic to be used
monsters have weaknesses. you don't need to make them have weaknesses. they also have strengths. I had a player get a nat 20 attacking a specter with poison. I had to tell them "you see the specter inhale the powder. you now know without a shadow of a doubt that this creature is immune to poison" If combat goes on too long, sometimes I'll have the monster show a weakness, because they're so sure they'll win against the party. But usually, someone will do something accidental that shows the weakness.
damage vunerabilities are great too though, especially if you know a player has a spell or weapon they havent been using much. if you often run monsters with different weaknesses it really helps players try different spells instead of just using fireball for everything.
💯 let the players feel like pro monster hunters doing checks to recall monster weaknesses or discover them via trial and error
Ah yes, the Homelander maneuver.
My DM intended for us to use the nearby well and buckets to get water to fight the fire elemental........... We ruined the fight by throwing the fire elemental down the well and then dropping rocks on it......... He didn't have much else planned for the evening.
Give everything at least 1 resistance and 1 weakness. Either may be fire if you flip a coin and get heads
That's would be cool but it's really not fun trying to argue with the DM over whether my character would know that about Hook Horrors.
Wouldn't the best option to be rebalancing all making it so you can deter players from using some weapons completely on a monster to really punch in that they should use something else. Though that may not be smart in the start of a new campaign but as a more later thing.
So I had a character who in his design he carried like 30 different flasks of alcohol on his person at all times. And this was potent stuff, DM started having me roll a con save in some of them. So one day my guy goes to burn down a house, he was neutral evil and the dwellers had hurt his friend, and I asked the dm. If the alcohol is strong enough to need a con save…..is it flammable? So after the house incident he started lobbing his new Molotov cocktails everywhere, it was great and turned a goofy design choice, and the characters alcoholism, I to an actual mechanic to be used
monsters have weaknesses. you don't need to make them have weaknesses. they also have strengths.
I had a player get a nat 20 attacking a specter with poison. I had to tell them "you see the specter inhale the powder. you now know without a shadow of a doubt that this creature is immune to poison"
If combat goes on too long, sometimes I'll have the monster show a weakness, because they're so sure they'll win against the party. But usually, someone will do something accidental that shows the weakness.
Hooked Horrors have eyes and Darkvision to 120 feet. Removing hearing doesn't make it blind, as per its listing.