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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Some Donjon thoughts on monsters.  (Read 917 times)
anonymouse
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« on: September 10, 2003, 05:57:06 PM »

1: Fully-statted monsters - such as presented in the sample adventure, or the Monster Pak - are useless unless you enforce the following:

A: Players must be allowed to peruse and dig through the monsters are their leisure. Ideally, you'd have a DM copy and a copy passed around between players for browsing.

B: Any time a player wants to introduce a monster, it must be something from the available monsters -- no on-the-fly stuff.

-OR-

2: Monsters (peasants, et cetera) need some kind of special rule set. I'd take a page from Shadowrun 2nd edition, and give a dice scale for monsters. Any time they want to do something, they roll their alloted dice (so maybe level 3 monsters always have 6 dice to roll for anything).

I kind of favour 2, simply because most of the abilities for statted up stuff are never used; there's simply not enough phases in a flurry to use anything but hurt-stuff attacks.

Maybe there's a 1.5 in there somewhere, with monsters/targets getting a stat template of less traits and abilities and such, but wider scope.
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Clinton R. Nixon
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« Reply #1 on: September 10, 2003, 08:02:07 PM »

Michael,

I use fully-statted monsters, and replace abilities - but never, ever numbers - to match what I want. So, for example, I take the Death Knight, because I want a level 5 creature with a good offensive ability and an item-destroying ability. Let's say a player said that, hmm, an Acid Troll approached. Smite Vigorously at 6 can stay, and Undead Flesh is just renamed to Regenerating Flesh. Destroy Metal Weapons is wrong - let's replace it with Destroy Wood and Leather, which is specialized enough for a supporting ability. Animate Skeletons and Zombies is the only one that doesn't fit well, so I nix it and add something colorful like Etch Stone.

I do switch attributes around, of course. In the Death Knight -> Acid Troll conversion, though, I don't have to.
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Clinton R. Nixon
CRN Games
Catalyst
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« Reply #2 on: September 10, 2003, 08:36:42 PM »

Me too, what Clinton said. Sometimes I'll juggle some numbers around, though, a die here or there.

I wouldn't be nearly as good at creating nasties on the fly in Donjon if I didn't have a passle of pre-made examples available to "mutate" and the excellent examples of ability usage given with pre-made critters.
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anonymouse
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« Reply #3 on: September 10, 2003, 09:25:57 PM »

Clinton,

That's actually what I've been doing. It just seems like it'd be better to somehow structure that into something.. I'm missing the word I'm looking for. But rather than ad-hoc it all the time (well, here's a level 5 who's pretty close..) just stat up generic-y stuff.
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