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1 year ago ::
Feb 04, 2012 - 1:08AM
#1
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Date Joined:
Aug 19, 2007
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I was thinking about monster creation and came up with something I thought I would share with you. I think it would satisfy every DM out there.
My ideal D&D Next Monster Manual would contain the following sections, in order:
Monster Building The first section of the book is dedicated to monster building rules. These rules guide you in two distinct creation processes: the quick way, and the advanced way. The first would be one page of rules, with a table to get all the proper numbers based on levels (like, level 1-5 is: 20-45 hp, 12-16 AC, 10-13 other defenses, low damage 1d6, high damage 3d10+5, skill modifier is: +4). This creates a one-line stat block for your monster, much like old OD&D monsters, that is perfect for quick fights, skirmishes, unimportant monsters or random dudes the party fights and the DM doesn't have already. The second one is much like 4E's monster creation: it gives you balancing tools and numbers for creating the monsters, the rules to create elite monsters, boss monsters (better rules than 4E's on this one, please) and similar. It's still easy to use and pretty fast, but the rules give you much more detail and the stat block that comes out is more like half a page of statistics. This makes for more intresting and longer fights, but not necessarily slower combat (I mean, the turns go pretty quickly, the combat is a bit longer and the rules allow you to create a bit more tactics and cinematic fights).
Generic Monsters & Powers by Theme This is something I would love to have. A little section right after monster creation rules, with 20-30 pages at most, of fluff-less, generic monsters stat blocks. Then a lengthy section full of powers, categorized by "theme". The idea is to have a repertoire of templates to use in conjunction with the following chapter to create a new monster on the fly with extreme ease and speed. A computer application would make this 100% better too.
For example: you need to improvise an underwater fight with a giant shark? No problem. Grab the "Aquatic Monster" generic monster template (the Elite version since you don't want this to be too easy), add a few "Bloodlust" powers and you're done. Rolling with your characters you have decided the ogre is actually a Phrenic psionic abomination that gains power through pain? No problem! Take the "Brute" or "Giant" generic monster template (Normal version), add powers from the "Psionic" theme, add powers from the "Pain related" theme and you have the ogre; then take the "Humanoid" generic monster (Minion version), add powers from the "Servant" theme and you have your thralls. Want to create a memorable Lightning Wizard Lich? Take the Undead generic monster (Boss version), add powers from "Lich" theme, "Archmage" theme, "Lightning" theme.
Classic Monsters The second part of the book is devoted to statting out all the classic D&D monsters using the above rules and providing examples for the DMs and quick challenges for those who don't want to mess their head with monster building. Further manuals would include a lot of new mosters with cool stuff. Any given monster would have the following format:
NAME Quick description QUICK STAT BLOCK
Lengthy description, culture, habitat, psychology, ecology and whatnot
ADVANCED STAT BLOCK Example Encounter
Are you interested in an online 4E game on Sunday? Contact me with a PM! Spoiler:
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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept. Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new. Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept. Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept. Ideas for 5ESpoiler:
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1 year ago ::
Feb 05, 2012 - 4:04AM
#2
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Why not  . I wonder if that could work. I tried making my own RPG when 4th edition came out, and it turns out that having a simple monster xp calculation method does not exist. I ended up making a whole bunch of asssumptions (including that PCs would adopt optimal fighting strategies) and writing a computer program to compute a monster's xp value. That said, you're quick way can work. I'm more sceptical about the advanced way. If you create a critter with a low armor class for his level, it's really hard to guess how much more damage it should do to make it a suitable challenge. I agree, they really need to change the monster format in 4th edition. It reminds me of my math books.
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1 year ago ::
Feb 05, 2012 - 5:10AM
#3
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Date Joined:
Nov 11, 2007
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I used to like the way skeletons took only half damage from slashing/ piercing. Need more specialized monster abilities and resistances. Didn't like the new lycanthropy. Would like descriptions of monsters to give to players when pictures aren't attainable. Would like USEFUL information to give to players with successful DC checks, not useless lore that doesn't help them at all. How about: (DC 25) This monster is immune to cold, (DC 30) This monster is vulnerable to lightning, etc.
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1 year ago ::
Feb 05, 2012 - 5:12AM
#4
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Date Joined:
Nov 11, 2007
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Oh, and change how minions work. Too often eliminated in first round by area attack. First hit should bloody, second kill. Also didn't like rechargeable powers. Players should know if a dragon can breathe again in 3 rounds or at least be able to find out with a DC check.
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1 year ago ::
Feb 05, 2012 - 7:13AM
#5
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Date Joined:
Aug 19, 2007
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Why not . I wonder if that could work.
I tried making my own RPG when 4th edition came out, and it turns out that having a simple monster xp calculation method does not exist.
I ended up making a whole bunch of asssumptions (including that PCs would adopt optimal fighting strategies) and writing a computer program to compute a monster's xp value.
That said, you're quick way can work. I'm more sceptical about the advanced way. If you create a critter with a low armor class for his level, it's really hard to guess how much more damage it should do to make it a suitable challenge.
I agree, they really need to change the monster format in 4th edition. It reminds me of my math books.
If I had to guess, it'd be way simpler to create monsters by level first, and then make sure all classes can compare, than the reverse. But I think that if you have balanced classes, you can make a safe assumption on monsters and playtest will show you any flaw.
The advanced one wasn't meant as a way to produce low AC high damage critters or anything like that, because that would be unbalanced and likely less fun. It's just the quick way expanded upon, with more customization options. Ideally, the quick way will give you a new monster in five minutes: find the proper line on the level by level table, follow through the line and choose all the options for the monster based on what makes sense. It'll be loosely balanced and a few quick paragraphs telling you not to pick all the high options but mix it up a bit will be enough to have a good moster in a few minutes. The advanced on the other hand will give you full customizability and the option to add different powers, with guidelines on how to create them, even based on PC class abilities. It will give a good estimate of what status effects are balanced at which level, what kind of movement modes not to implement at lower levels, what kind of movement modes are practically required at higher levels, and so on and so forth.
Are you interested in an online 4E game on Sunday? Contact me with a PM! Spoiler:
Show
Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept. Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new. Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept. Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept. Ideas for 5ESpoiler:
Show
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1 year ago ::
Feb 05, 2012 - 4:01PM
#6
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Date Joined:
Jan 23, 2007
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@rrrsenal - A good way I've found to partially solve your recharge/player knowledge issue is to have an "identifier" for the power i.e. "The ogre hold his club in 2 hands means he's ready for a massive swing." Granted, some are easier to do than others... In addition, roll for recharge of powers at the end of a creature's turn : this way, players can know and have the time to act in consequence. I agree that this was (strangely) one of the failings of 4E - it promoted the removal of "Gotcha!" and then went and put one in there for many many monsters... It's a bit of work for the DM, but it's worth it if you've the mental space to keep on top of it.
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1 year ago ::
Feb 18, 2012 - 12:48PM
#7
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Date Joined:
Sep 28, 2009
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I quite like TheMormegil's idea. Simplified stat blocks at the beginning, and more complex ones later, is a great idea. I also agree that monster building should be very, very easy. This is a must.
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1 year ago ::
Feb 18, 2012 - 11:24PM
#8
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Date Joined:
Mar 28, 2001
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I was thinking about monster creation and came up with something I thought I would share with you. I think it would satisfy every DM out there.
My ideal D&D Next Monster Manual would contain the following sections, in order:
Monster Building The first section of the book is dedicated to monster building rules. These rules guide you in two distinct creation processes: the quick way, and the advanced way. The first would be one page of rules, with a table to get all the proper numbers based on levels (like, level 1-5 is: 20-45 hp, 12-16 AC, 10-13 other defenses, low damage 1d6, high damage 3d10+5, skill modifier is: +4). This creates a one-line stat block for your monster, much like old OD&D monsters, that is perfect for quick fights, skirmishes, unimportant monsters or random dudes the party fights and the DM doesn't have already. The second one is much like 4E's monster creation: it gives you balancing tools and numbers for creating the monsters, the rules to create elite monsters, boss monsters (better rules than 4E's on this one, please) and similar. It's still easy to use and pretty fast, but the rules give you much more detail and the stat block that comes out is more like half a page of statistics. This makes for more intresting and longer fights, but not necessarily slower combat (I mean, the turns go pretty quickly, the combat is a bit longer and the rules allow you to create a bit more tactics and cinematic fights).
Generic Monsters & Powers by Theme This is something I would love to have. A little section right after monster creation rules, with 20-30 pages at most, of fluff-less, generic monsters stat blocks. Then a lengthy section full of powers, categorized by "theme". The idea is to have a repertoire of templates to use in conjunction with the following chapter to create a new monster on the fly with extreme ease and speed. A computer application would make this 100% better too.
For example: you need to improvise an underwater fight with a giant shark? No problem. Grab the "Aquatic Monster" generic monster template (the Elite version since you don't want this to be too easy), add a few "Bloodlust" powers and you're done. Rolling with your characters you have decided the ogre is actually a Phrenic psionic abomination that gains power through pain? No problem! Take the "Brute" or "Giant" generic monster template (Normal version), add powers from the "Psionic" theme, add powers from the "Pain related" theme and you have the ogre; then take the "Humanoid" generic monster (Minion version), add powers from the "Servant" theme and you have your thralls. Want to create a memorable Lightning Wizard Lich? Take the Undead generic monster (Boss version), add powers from "Lich" theme, "Archmage" theme, "Lightning" theme.
Classic Monsters The second part of the book is devoted to statting out all the classic D&D monsters using the above rules and providing examples for the DMs and quick challenges for those who don't want to mess their head with monster building. Further manuals would include a lot of new mosters with cool stuff. Any given monster would have the following format:
NAME Quick description QUICK STAT BLOCK
Lengthy description, culture, habitat, psychology, ecology and whatnot
ADVANCED STAT BLOCK Example Encounter
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1 year ago ::
Feb 19, 2012 - 4:50AM
#9
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Date Joined:
Mar 26, 2007
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I found removing the 1/2 level bonus to all character's and monster's Attacks, Defences and Skills helps wih the scaling problem.
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1 year ago ::
Feb 19, 2012 - 8:09AM
#10
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Date Joined:
Oct 24, 2007
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Oh, and change how minions work. Too often eliminated in first round by area attack. First hit should bloody, second kill. Also didn't like rechargeable powers. Players should know if a dragon can breathe again in 3 rounds or at least be able to find out with a DC check.
I'm going to disagree on both points. I like one-hit kill minions, I think it adds to the feeling of characters being somewhat badass when they wipe the footsoldiers off the floor. I just make sure that the minions aren't all clumped together at the start of the fight and tend to spread them out a bit during the fight so they're not all caught in the same fireball, etc. I'm not against the idea of also having slightly tougher two-hit minions that go bloodied and then dead, but I'd prefer that to be in addition to having one-hit minions. (Why not have both after all?)
I also like rechargeable powers. I like that certain monster powers are unpredictable in nature and so you're never sure when they're going to go off. To be fair to the players, though, I do give them cues that the monster might be trying and failing to recharge an ability or let them know about how often something recharges with an appropriate knowledge roll.
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