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The Lazy DM's Forge of Foes for 5e: An Interview With Mike Shea, Teos Abadía, and Scott Fitzgerald Gray (Sly Flourish)
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<blockquote data-quote="Alphastream" data-source="post: 8970516" data-attributes="member: 11365"><p>Awesome! <a href="https://youtu.be/OIzTzD2gV8Q" target="_blank">In this video</a> I walked through using Monster Powers, and I did an example with Fate (a very open system where monsters are super simple), with Shadowdark, and even with vampires in the Gumshoe system Night's Black Agents (a favorite of mine). I could easily do this with Feng Shui, 13th Age, or various other systems. </p><p></p><p>Some monster powers will work without any conversion at all. For example, "Forceful Blow" pushes the target the monster hits 10-25 feet away. Other powers list damage or a DC, and here you will need to do some conversion. Our advice is to look at the monster you are modifying. Use the monster's existing mechanics as the default and decide whether this power should deal more or less damage based on the power concept and what you need/want from it. </p><p></p><p>Let's pretend we have an RPG with a monster that deals 15 damage points. That's what it already does. If I use a monster power to give it a Flaming Weapon," then it makes sense to boost that damage slightly to reflect that. Monster Powers are just as much (if not more so) about the awesome description than the actual mechanic. The mechanic matters, but it's the idea that our monster just poisoned its blade, unhinged its jaw to swallow us, or shoved its ally into you and forced it to fight for it. That's, to me, the coolest thing about monster powers and what they do for our game. I've been using these powers in other RPGs over the last two years and it's been a real boon to my games. This book provides advice not just on how to do a very specific thing... it provides advice on approaches we take (with specific examples we can use now!) so that we are all learning how to run better games over time.</p></blockquote><p></p>
[QUOTE="Alphastream, post: 8970516, member: 11365"] Awesome! [URL='https://youtu.be/OIzTzD2gV8Q']In this video[/URL] I walked through using Monster Powers, and I did an example with Fate (a very open system where monsters are super simple), with Shadowdark, and even with vampires in the Gumshoe system Night's Black Agents (a favorite of mine). I could easily do this with Feng Shui, 13th Age, or various other systems. Some monster powers will work without any conversion at all. For example, "Forceful Blow" pushes the target the monster hits 10-25 feet away. Other powers list damage or a DC, and here you will need to do some conversion. Our advice is to look at the monster you are modifying. Use the monster's existing mechanics as the default and decide whether this power should deal more or less damage based on the power concept and what you need/want from it. Let's pretend we have an RPG with a monster that deals 15 damage points. That's what it already does. If I use a monster power to give it a Flaming Weapon," then it makes sense to boost that damage slightly to reflect that. Monster Powers are just as much (if not more so) about the awesome description than the actual mechanic. The mechanic matters, but it's the idea that our monster just poisoned its blade, unhinged its jaw to swallow us, or shoved its ally into you and forced it to fight for it. That's, to me, the coolest thing about monster powers and what they do for our game. I've been using these powers in other RPGs over the last two years and it's been a real boon to my games. This book provides advice not just on how to do a very specific thing... it provides advice on approaches we take (with specific examples we can use now!) so that we are all learning how to run better games over time. [/QUOTE]
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