How cunning do you make your monsters?

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AxeMental
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How cunning do you make your monsters?

Post by AxeMental »

Its a tricky thing to know as DM how cunning to make monsters (in general). Lets take goblins for instance. There are a fare number of examples from kids books and movies ranging from cunning to pretty stupid. In general I try to keep them challenging, but worry about making them seem out of character (preset ambushes and responding to known or expected threats, for instance a sleep spell, or oil attack). On one hand you want the races with low intel to come off that way, but on the other hand, you don't have to have high intel to be a threat. I often consider leadership and ranks important (so if the leader is taken out the quality of response to PCs in a dungeon say, might falter). Anyhow, curious how you handle this topic, and if you vary "cunningness" organization and "falling for tricks" etc. depending on the level of players, and a particular dungeon. Or do you play them consistently across the board. I realize the monster descriptions sometimes mentions cleverness.

PS I suppose its true that humans vary a great deal in how clever they can be and cautious. I wonder if that same range is applicable to monsters (or if for sake of consistency and "monster personality" they should be more constant).
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TRP
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Re: How cunning do you make your monsters?

Post by TRP »

I assume that all monsters above the non-intelligent level are many times more clever than I, so they're always played as clever as I can imagine.

There's a line I like from The Heist, when Devito asks Hackman how he pulls off his thefts, Hackman replies "I imagine what a smarter man than myself would do." That's a paraphrase, but it's close. I do that as both DM and player.
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Re: How cunning do you make your monsters?

Post by Benoist »

Depends on the monster type. I try to actually role play the monsters appropriately, including their behavior in battle, i.e. they employ tactics relevant to their nature. Kobolds will be cowardly and try to amass numbers to overcome foes. Orcs will be eager for battle, use basic tactics but are not very bright. Hobgoblins are much more organized and disciplined. Animals think like animals. Magical beasts may be exceptionally cunning, depending on particular cases. Etc.
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Chainsaw
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Re: How cunning do you make your monsters?

Post by Chainsaw »

I generally try to play intelligent monsters pretty cleverly, especially if they're found in their lair. If there's a way to sneak around and attack the party from the back or take advantage of terrain, they do it. I also generally assume that at least one of the monsters have tangled with a Party of Adventurers before or heard stories about them and, as a result, that the monster group has some idea of what they're up against. They attack the caster early if possible, for example. They also don't stupidly fight to the death, but sometimes haul ass and go get help if possible. They also use tactics appropriate to their abilities. I find that all of those things make the game harder for the players, but ultimately more enjoyable for them as well.
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Matthew
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Re: How cunning do you make your monsters?

Post by Matthew »

Reasonably cunning. There is definitely a range of intelligence, just like with humans. If they are organised, led, and have a purpose then they will most likely be played to the limit of my ability.
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Re: How cunning do you make your monsters?

Post by thedungeondelver »

In B2, Gary admonishes DMs to have surviving monsters learn from their experiences: if the party is using poison or flaming oil, so should the monsters!

Thus each expedition to Castle Delve turns up a new set of challenges. The lowly Kobolds there have proven quite troublesome to the adventurers: driving waves of giant rats in front of them, flaming oil, etc.
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Matthew
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Re: How cunning do you make your monsters?

Post by Matthew »

B2 is chock full of good advice for the game master.
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Dread
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Re: How cunning do you make your monsters?

Post by Dread »

I generally play the monsters true to type. Taking into account culture, alignment, HD, capabilities and Intelligence.


I use the Intel ratings as a check to see if they come up with anything innovative. iie roll d20 and get under the intel rating. Chaotic cratures will not work together well. Lawful ones will. Animals will cut and run. Humanoids will be more likely to fight to the death. Kobolds will be sneaky. Orcs will do a frontal assault. Hobgoblins will have more solid tactics.
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Finarvyn
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Re: How cunning do you make your monsters?

Post by Finarvyn »

Historically, I've let monsters be pretty stupid. It makes the players feel superior. :D

On the other hand, recently they have encountered some smart monsters and it's starting to creep them out. The monsters always seem to be a step ahead of them, having spellcasters and planning ambushes and such. It's making my players have to think a little harder.
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Solinor
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Re: How cunning do you make your monsters?

Post by Solinor »

Green Beret Skeletons! Hat and everything.
If encounters were balanced, half the party would die every fight.

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