Welcome Guest
[Log In]
[Register]
| Making Monsters; Making Systems | |
|---|---|
| Tweet Topic Started: Jun 30 2015, 08:07 AM (1,895 Views) | |
| SporkMaster5000 | Jun 30 2015, 08:07 AM Post #1 |
|
So the summoning thread brought up a monster making system. I slapped together the dramatis personae update, I'm willing to try blindly stumbling at a system for this shit. I'll probably hash out the heavy lifting tonight. right now I just want to lay out my plans and provide some rough guidelines I noticed from book 1, and/or keep in mind myself 1) Level should serve as a general barometer of challenge Level only exists to contribute to attack bonuses and resilience, but The Dragon is the only level 5 monster in book 1. Generally level of monster seemed like a fair level to be tossing at a PC and expect some challenge (this is based purely on eyeballing though, so maybe I'm full of crap). I think level should be derivative in any system to make monsters to reflect what it's capable of, not bought up just to contribute to the two stats it exists on a monster stat block to contribute to. 2) No characteristics over 5dots The dragon is the only monster that breaks this rule, being the high end of difficulty in the ready made monsters. Even other large creatures like the aboleth don't go over 5 dots. I don't know if this should be inbuilt to a monster creation system (and anyone who wants six dots on their guy just has to go off the rails) or just make it a strong guideline. 3) Automatic proficiency The only monsters that have a weapon and aren't proficient with it are ones with natural weapons or other weapons that don't actually have a proficiency category. I would make the argument that all natural weapons come with automatic proficiency, but that's not explicit in the rules (there is technically no way to get proficiency in them in the game either though, and they're natural is the short version). There's no reason to gimp your monsters' attack rolls regardless of what the ruling is though. 4) Sound constitution isn't a feat, it's 1 HP Most feats require some consideration, and an upper limit on feats allowed might be part of any system, but sound constitution is a great way to pad a monster's HP, and will probably be easier to acquire in any monster building system than other feats that provide bonuses an SM will have to go reference. Other than the above, I would build a monster by eyeballing characteristics, throwing a handful of appropriate-sounding skills on it, and browsing feats for anything really worthwhile, until I have maybe four max. Here's a short list of how each characteristic contributes to a monster while we wait for a proper building system: Str: adds to melee damage (usually incorporated in a stat block for ease of use) and speed Dex: adds to speed, static defense and dodge attempts Con: adds to HP Int: Contributes to certain magic school casting Wis: adds to Static Defense, contributes to certain magic school casting Wil: adds to HP, and resolve, contributes to certain magic school casting Cha: Contributes to certain magic school casting Fel: used in some social attacks Com: Adds to resolve and solely determines Mental defense This system is currently based on blind reckoning and the PC creation rules. The numbers are subject to change based on reference to the dramatis personae monsters in order to find some parity, I just want numbers on paper and a framework in place before I polish to be worth keeping. To Do List: Aside from generally balancing numbers, the Trait tiers probably need to be shaken out, a third may appear and/or some might get pulled from the list and given special attention. Speaking of which, most dramatis personae with a resource stat have some number of the exaltation's starting abilities. Rules to balance that out should probably get shoehorned in. Worst-case we list what a monster gets from each exaltation explicitly. XP scaling is based on very fast and loose math, a better gradient may or may not reveal itself. Additional Traits. After I get the numbers close to reasonable I intend to add some other traits. Tremorsense was invented in the making monsters thread, for instance. I'll be open to submissions at some point. I have no mention of gear for enemies, that should probably be purchasable too. First draft
Edited by SporkMaster5000, Jul 5 2015, 02:12 PM.
|
![]() |
|
| ReptileViking | Jun 30 2015, 10:47 AM Post #2 |
|
1) I don't think we should be too afraid of making more level 5 monsters. The Dragon is supposed to be a very young one after all! 2) The Dark Mechanicus, Greater Daemon, Combat Servitor all have physical characteristics over 5. Did you mean over 6? 3) Agreed We also need a way to take size into account when quantifying threat. If a monster is really big, it's going to be stupidly hard for on-foot adventurers to hurt even if it's otherwise fairly weak. Edited by ReptileViking, Jun 30 2015, 10:47 AM.
|
![]() |
|
| SporkMaster5000 | Jun 30 2015, 11:26 AM Post #3 |
|
1) I didn't mean to imply we should avoid level five, but that level should be a barometer of general challenge, and not just another stat. it would be very easy to build a stat where you can just buy a level for better attacks/resilience but it doesn't actually mean anything. the dragon being the only level 5 was more of a notable fact to support lv being big and bad and scary and not just a number. 2) actually I just clearly didn't read through monster stats well enough in the ten minutes before I went to work. 6 might be a better hard-ish cap with 5 as a strongly suggested cap for average badguys. |
![]() |
|
| SporkMaster5000 | Jun 30 2015, 09:43 PM Post #4 |
|
My first wild crack at a system is up, borrowing heavily from character creation/leveling. The math needs a lot of work, but it exists. |
![]() |
|
| ReptileViking | Jul 1 2015, 12:07 AM Post #5 |
|
Interesting. I'll try making a few monsters with it tomorrow and see what shakes loose. |
![]() |
|
| SporkMaster5000 | Jul 1 2015, 12:34 AM Post #6 |
|
some quick counts from the bare bones end of the pool using current prices: noncombatant: 1350xp green troops: 2100xp + gear regular troops 2600xp + gear elite soldiers: 3600xp +gear mortal hero: 6050xp +gear some of this comes from armor prof, which I can't decide if it should be automatic or not. I swear I remember at least one or two stat blocks not having proficiency with their armor, and it can be an easy way to drop crazy armor on a guy and still have him be very beatable. |
![]() |
|
| SporkMaster5000 | Jul 1 2015, 07:53 AM Post #7 |
|
Added rules for bodging together monster attacks. Haven't thought about price scale for weapon qualities that have variable numbers attached to them. |
![]() |
|
| Doc | Jul 1 2015, 12:32 PM Post #8 |
|
Just a Guy
|
There's only Blast and Proven, right? 'cause a quick glance at the weapon creation rules shows Blast (3) being a +1 mod, where Blast (5) and Proven (3) are both +2's. Compared to the rest of the weapon creation rules, that's hopefully helpful. |
![]() |
|
| Doc | Jul 1 2015, 02:46 PM Post #9 |
|
Just a Guy
|
Spoilered for space Just putting this here for ease of comparisons. And more or less agreed with Eisenritter here; I think they either get too much XP to pitch at things (at all levels, really), or everything costs too little. That said, some random thoughts on my part:
Edited by Doc, Jul 1 2015, 03:19 PM.
|
![]() |
|
| Eisenritter | Jul 1 2015, 02:56 PM Post #10 |
![]()
Old Iron Knight
|
...You pretty much just described a Nurglite Soul Grinder?
Edited by Eisenritter, Jul 1 2015, 02:56 PM.
|
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| Go to Next Page | |
| « Previous Topic · Homebrew · Next Topic » |
| Theme: Zeta Original | Track Topic · E-mail Topic |
3:16 AM Jul 11
|








3:16 AM Jul 11