The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 02:37:07 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
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)
The Forge Archives
Inactive Forums
CRN Games
(Moderator:
Clinton R. Nixon
)
Some Donjon thoughts on monsters.
Pages: [
1
]
« previous
next »
Author
Topic: Some Donjon thoughts on monsters. (Read 917 times)
anonymouse
Member
Posts: 302
Some Donjon thoughts on monsters.
«
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.
Logged
You see:
Michael V. Goins, wielding some vaguely annoyed skills.
>
Clinton R. Nixon
Moderator
Member
Posts: 2624
Some Donjon thoughts on monsters.
«
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.
Logged
Clinton R. Nixon
CRN Games
Catalyst
Member
Posts: 25
Some Donjon thoughts on monsters.
«
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.
Logged
Remember, no matter where you go, there you are...
anonymouse
Member
Posts: 302
Some Donjon thoughts on monsters.
«
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.
Logged
You see:
Michael V. Goins, wielding some vaguely annoyed skills.
>
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum