732 Subj : Re: Monster Manual To : All From : mbottorff@sprintmail.com Date : Tue Dec 05 2000 12:53 am From: mbottorff@sprintmail.com (Michelle & Boyd Bottorff) Subject: Re: Monster Manual Organization: =?ISO-8859-1?Q?=E0?= > On Sun, 3 Dec 2000, Michelle & Boyd Bottorff wrote: > > > > I received the Monster Manual today. Leafing through it, I noticed two > > > things: > > > > > > 1. No more green slime. I don't know if they eliminated other old > > > monsters, but I noticed this one missing for some reason. > > > > Well, green slime wasn't exactly the most... ecologically stable? Nah, > > the big problem with it was the "zap, you're dead" syndrome. There > > wasn't much point to using it beyond doing a quick-kill on overly > > powerful characters. > > Your average dungeon as portrayed in xD&D isn't ecologically > stable...either that, or there are enough adventurers to be a food source. Maybe, but green slime falls into the "quick DM fix"-- a one-shot, live or die encounter designed to (hopefully) peg the adventurers who got too powerful for the DM. Similarly designed as the venerable, but still beloved rust monster, and the less-venerable, less-beloved disenchanter. Bah. Idiot DMs. Don't give them so much without repercussions. And if the players are getting too cockey, introduce them to Tucker's Kobolds! "They've set up a toll booth in the narrow mountaing pass and strangling the trade between our countries... we need our heros/fearless leaders [whichever the case is at this point] to roust out a a pack of kobolds..." -- Boyd -- |Fidonet: mbottorff@sprintmail.com |Internet: scott@conchbbs.com | | Standard disclaimer: The views of this user are strictly his own. --- # Origin: (1:106/357.99) * Origin: ConchGate (1:106/357.0) . 0