pugh@cornell.UUCP (William Pugh) (09/28/83)
is a very different thing than fighting a person. When fighting a person, you generally stand or walk around at short range while trading blows. Most (real-world) animals will stay outside of combat range, looking for an openning, and when they get it, they lunge in, hopefully to make a fatal attack. Also, people parry, dodge, block, and repost (is that the way it's spelled?), while animals generally lack such subtlety. This may not make much difference in D&D, where combat is very abstract and there is no skill system. However, in games which have a more detailed combat system and a skill system, this will make a differnce. For example, a person may be an excellent fighter against other people, but only an average fighter against animals (or vice versa). The combat system should be somewhat different also. The following is some ideas on animal combat: * The major effective defense against an animal is some sort of polearm, such as a spear. With a spear, you can hopefully impale the creature before it gets to you, and keep it from getting to you. -- NOTE: these comments are ment to apply to fighting medium to large size animals only. Fighting against a (real-world) snake is many a matter a dodging out of the way of it's strike a hitting with something. * If an animal leaps on you, and you don't hit it on the way in, you are in BIG trouble. Conan aside, if a bear manages to grapple with you, you are dead unless you have some incredible armor. * Animals should rarely attack healthy people. A animal can not profit by any money you have, only by your food value. Most animals hunt every several days, and if they are seriously wounded, they will not be able to hunt and will likely die. So an animal must be able to win 99+% of it's battles without being hurt. Preditors rarely attack prime examples of any creature which can put up a fight. Instead, they attack the young, old, and the sick. In practice, an animal who is considering attacking a person is likely to come up to them, growl, and make a few tentitive strikes, with the intention of not taking a chance of being hurt. If the person puts up a show of resistence, the animal is likely to wander off. For example, a torch or a branch from a thorn bush will likely keep a lion away (real world examples). In addition, some people studying wolves scared a pack of wolves away from their kill simply by running up to them, shouting and waving their hands. Some of the effects of these assumptions/facts is that animal combat becomes rarer/less fun, which I approve of. I really don't see why GM's need to keep coming up with new monsters, when NPC's are much more intersting opponent's. You can talk with an NPC, bargin with them, and attempt to outwit them. It's as easy to come up with an interesting NPC as it is to come up with an interesting monster. Also, if you lose to a NPC, you may live through it; the NPC may decide just to rob you, ransom you, or sell you into slavery (none of which may be fun, but all of which are more interesting than being eaten). Also, this way, players tend to be more scared when their opponent is an unknown, unnatural monster, rather thn just a person ( their normal type of opponent). Bill Pugh