Plans for 4.1 - 4.3
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That list is *strange*
1. Keep unmoving monsters with attacks having side effects. Useful learning device. (grey mold, yellow mold, original grape jelly, etc.)
2. Keep at least some obstacles. (green, red jelly.)
Why are novices commented out? Groups of them are tough for weak characters.
3. Keep more spiders. (Cave spiders are first dangerous pack animal.)
4. Keep at least SOME early cold-blooded invisible monsters (G, clear mushroom patch.)
5. Why those baby dragons kept, not others? Fire breathing in particular is canon. And Bronze dragons were always the worst.
6. Breeders. No hummerhorn, red dragonfly??
As for 'making things difficult' for at least some characters, hounds, orc captains, and the tougher orc unique surely qualify, let alone dark elven lords--the first genuine non-unique individual threat.
I truly don't understand the rationale behind that list.
Here it is.
Just to clarify, too, I'm not looking to reduce the size of the monster list. Rather than removing a monster, I would look at making it more interesting. I think my basic yardstick is "Will this monster make life difficult for some character?"; if it fails, then it needs work.Comment
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