Volo’s Guide to Monsters includes stat blocks for 11 different magic-using specialists: wizards from eight different schools and warlocks of three different patrons. The wizards are all at least level 7; the warlocks, even higher. There are also a level 9 war priest, a level 10 blackguard (antipaladin) and a level 18 archdruid. Every one of these spellcasters has a different repertoire of spells. To come up with individual tactics for each of them would take me the next two weeks.
Rather than tackle each one separately, then, I’m going to share some rules of thumb for developing tactics for a spellcasting NPC. Continue reading NPC Tactics: Magical Specialists
Today I take a look at two roguish NPCs in Volo’s Guide to Monsters, one flashy, one furtive: the swashbuckler and the master thief.
The swashbuckler of Volo’s doesn’t bear much resemblance to the swashbuckler rogue archetype in the Sword Cost Adventurer’s Guide. Instead, it has a passive feature, Suave Defense, that increases its armor class and an action economy–enhancing feature, Lightfooted, that grants it either Dash or Disengage as a bonus action. (This is actually a slightly nerfed version of Cunning Action, which also allows the user to Hide.)
The swashbuckler is distinguished by an exceptionally high Dexterity; expert proficiency in Acrobatics, Athletics and Persuasion; and a triple Florentine-style Multiattack. The Dexterity suggests a sniper, but the swashbuckler’s attacks are melee-focused. (The dagger can be used as a ranged weapon, but a swashbuckler who does this forfeits two-thirds of that Multiattack.) Because its Strength and Constitution are only slightly above average, we have to imagine a fighting style that somehow allows the swashbuckler to strike at melee range yet avoid getting hit on its opponents’ turns. How do we achieve this, given that the swashbuckler has only a normal 30-foot movement speed? Continue reading NPC Tactics: Swashbucklers and Master Thieves
The new NPCs in Volo’s Guide to Monsters fall into three categories: prospective boss enemies or boss lieutenants (the archdruid, blackguard, champion, kraken priest, war priest and warlord), magic-using specialists (the abjurer, conjurer, diviner, enchanter, evoker, illusionist, necromancer, transmuter and three warlock variants) and “other” (the apprentice wizard, bard, martial arts adept, master thief and swashbuckler). Analyzing the magic-users requires close, time-consuming attention to their spell repertoires, so I’m going to put off talking about them for now; ditto the archdruid, kraken priest and war priest. The blackguard, champion and warlord are mostly uncomplicated brutes. The “other” category looks more interesting, so that’s where I’ll start. Continue reading NPC Tactics: Apprentice Wizards, Bards and Martial Arts Adepts
Since I started this blog with a look at goblins, I’ll start my examination of Volo’s Guide to Monsters with another look at goblinoids. But first, one observation: In my original analysis of goblin tactics, I stated that they’d Disengage when an opponent closed to within melee range. This was based on their Nimble Escape feature, which allows them to Disengage as a bonus action. However, while composing my later post, “Dodge, Dash or Disengage?” I learned that orderly retreats are risky moves that require discipline, a trait that goblins aren’t known for. So how do they possess this ability as a feature? I conclude that they’re innately slippery enough that they can scamper out of an opponent’s reach too quickly for the opponent to react. It’s not a disengagement in the true, military sense, just an ability of theirs that happens to have the same effect, from a game-mechanics perspective.
As it turns out, my analysis of goblins hit pretty close to the mark. Volo’s goes into more depth about goblin behavior and social structure, but the basic ambush principle holds. There’s a greater emphasis on traps, suggesting that encounters between player characters and goblins not led by more formidable goblinoids should often begin with the PCs walking into one of the goblins’ traps (or avoiding them in the nick of time). The “Goblin Lairs” section provides a nice scaffold for building a series of goblin encounters on if the PCs decide to go hunting goblins themselves, rather than vice versa. Continue reading Goblinoids Revisited
I have a bone to pick with the fifth-edition Monster Manual’s description of the tribal warrior, as well as the Sword Coast Adventurer’s Guide’s description of the Reghed and Uthgardt barbarians. In brief, the repeated insistence that these people defer to a chief (“the greatest or oldest warrior of the tribe or a tribe member blessed by the gods”) is based on ignorance of the difference between bands and tribes on the one hand and chiefdoms on the other, and of the egalitarian nature of traditional societies.
Every dungeon master who aspires to any degree of coherent world-building needs to be a Jared Diamond aficionado. His best-known book, Guns, Germs, and Steel, examines the factors that cause certain societies to advance technologically and socially faster than others (spoiler: abundant access to high-protein staple grains, easily domesticated animals and long east-west trade routes gives a people a major leg up). His book Collapse examines the factors that cause societies to stagnate or go extinct: environmental degradation, changing climate, hostile neighbors, lack of friendly trading partners and overly rigid ideology. And his most recent book, The World Until Yesterday, examines the features of traditional societies that set them apart from modern ones.
Continue reading NPC Tactics: Tribal Warriors and Berserkers