I don't spend any time on the SJG Forums anymore. So I miss a lot of good posts by Dr. Kromm. One of them I saw yesterday thanks to this post over at GURPS Hexy Time:
Game log 10 February 2018: Don't poke the pudding!
The post in question was Difficult Monsters.
(FWIW, for my players, meteoric iron tipped arrows ignoring Missile Shield is not a thing in Felltower - that's been established in game fact, and DFRPG won't change that. Get a sling or prodd if you want meteoric iron ammo.)
This goes hand-in-hand with this post on Dungeons on Automatic.
From a PC perspective, it's good to have an idea of what's tough and what needs special handling.
From a GM perspective, it's critical to understand how to deploy a monster. If you put in a monster with See Invisible and the PCs sneak up on it with Invisibility and one-shot it . . . or you put in crazed berserkers with Battle Fury and they don't go berserk because you forgot they do that automatically . . . or you put in monsters that trap weapons that hit them but forget that until the fight is over . . . you've done a few things:
- given the PCs an easy win, undercutting their ability to gauge the danger next time when you remember their traits
- nerfed a monster, and may have based treasure based on its perceived un-nerfed power
- and broken the monster writer's heart.
So don't do that. Read 'em and read their traits.