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<blockquote data-quote="Quickleaf" data-source="post: 7063211" data-attributes="member: 20323"><p>[MENTION=83242]dave2008[/MENTION] Wow, the spell weaver! What a blast from the past.</p><p></p><p>So, in regards to class templates – I don't do anything so formal, instead using feel – but I do have some notes on making a "Barbarian" monster that might help...</p><p></p><p>------</p><p></p><p>This collects my system for creating NPC stats using the guidelines in the DMG, as well as a system for determining CR (Challenge Rating) of the NPCs you create using PHB guidelines. Through my own experimenting, I found the following rule-of-thumb to be sometimes roughly true:</p><p></p><p>Challenge Rating for non-caster NPCs ~ level * 0.33 or level * 0.5</p><p>Challenge Rating for caster NPCs ~ level * 0.5 or level * 0.75</p><p></p><p>You’ll want to run the numbers, because it’s possible to build an optimized 13th level berserker, for example, with a CR 8, while it’s also possible to build a 13th level diviner who is only CR 4. Spell selection and other specifics of creating the NPC can break this rule-of-thumb. Still, it’s useful to have a rough rule-of-thumb so you can quickly eyeball where you want to start for making NPCs.</p><p></p><p>The other major thing I noticed in trying to adapt the PHB rules was that there are many class abilities that can be fun for players to track, but asking a DM to track those same abilities (alongside a bunch of other monsters and the other demands of DMing) is just not worth the headache. So I’ve also included my notes for each character class about which abilities to keep, which to excise, and which to modify when it comes to creating NPCs.</p><p></p><p>Finally, I don’t recommend getting hung up on using exactly the same rules for NPCs as PCs use. I see a lot of DMs accustomed to 3e/3.5e getting hung up on that. Instead, I recommend using a “close enough” approach. Feel free to come up with new ideas for NPC abilities or borrow abilities from monsters in the Monster Manual.</p><p></p><p><strong><span style="font-size: 15px">Barbarian</span></strong> </p><p>When creating a barbarian NPC, you’ll probably be dealing with a Medium-sized humanoid (with d8 HD), so either go for a 16 or higher Constitution to simulate a barbarian’s d12 HD or give the NPC a few more hit dice.</p><p></p><p><strong>1st. Rage</strong></p><p>Assume that in all fights the NPC is raging, so take their rage damage bonus into account when calculating DPR. Also, make sure to use the damage resistance modifier listed in the DMG, since Rage grants resistance to bludgeoning, piercing, and slashing damage.</p><p></p><p><strong>1st. Unarmored Defense</strong></p><p>Increase the NPC’s AC if appropriate.</p><p></p><p><strong>2nd. Reckless Attack</strong></p><p>Too fiddly. I recommend cutting it out entirely.</p><p></p><p><strong>2nd. Danger Sense</strong></p><p>Too fiddly. I recommend replacing it with Dexterity save proficiency. Make sure to increase the NPC’s defensive CR as appropriate (i.e. +2 effective AC for having 3-4 proficient saves) for having three proficient saves if you’ve kept the Strength and Constitution save proficiencies from the barbarian class.</p><p></p><p><strong>Berserker 3rd. Frenzy</strong></p><p>The exhaustion bit is fiddly for an NPC. Include it if you want, but it won’t affect CR calculations.</p><p></p><p><strong>Totem Warrior 3rd. Spirit Seeker</strong></p><p>A fine ability to keep, it won’t affect CR calculations.</p><p></p><p><strong>Totem Warrior 3rd. Totem Spirit</strong></p><p><em>Bear. </em>I would suggest using the HP modifier for resistances one step up on the chart on DMG page 277, so a barbarian NPC with expected CR 5-10 would use a x2 modifier instead of x1.5.</p><p><em>Eagle.</em> I would suggest using a toned down version of the goblin’s Nimble Escape (worth a +2 contriburion to effective AC instead of +4).</p><p><em>Wolf.</em> I would suggest using the wolf’s Pack Tactics.</p><p></p><p><strong>Berserker 6th. Mindless Rage</strong></p><p>A fine ability to keep, it won’t affect CR calculations.</p><p></p><p><strong>Totem Warrior 7th. Aspect of the Beast</strong></p><p>A fine ability to keep, it won’t affect CR calculations.</p><p></p><p><strong>7th. Feral Instinct</strong></p><p>A fine ability to keep, it won’t affect CR calculations.</p><p></p><p><strong>9th. Brutal Critical (1 die)</strong></p><p>My approach with Brutal Critical is to calculate DPR with a +1 to average melee damage for each attack the NPC can make per round.</p><p></p><p><strong>Berserker 10th. Intimidating Presence</strong></p><p>If the NPC is intended to be encountered in a social encounter or as part of a sizable group of monsters, then keep it as is or cut it out – it won’t affect CR. either way.</p><p>However, if the NPC is intended to be faced alone or with only a few monsters, then I suggest replacing it with Frightening Presence and calculating CR accordingly as described in the DMG. This is because an action is a precious resources to be spending on making one creature frightened. </p><p></p><p><strong>Totem Warrior 10th. Spirit Walker</strong></p><p>A fine ability to keep, it won’t affect CR calculations.</p><p></p><p><strong>11th. Relentless Rage</strong></p><p>This is similar to a weakened version of the zombie’s Undead Fortitude. Actually, the DMG seems to undervalue Undead Fortitude compared to the zombie’s CR 1/4 listed in the MM (whereas DMG calculations would peg a zombie at CR 1/8), so I recommend using Undead Fortitude straight up as a replacement for Relentless Rage in terms of CR calculation.</p><p></p><p><strong>13th. Brutal Critical (2 dice)</strong></p><p>Increase average melee damage by another +1 for each attack the NPC can make per round (a total of +2 from Brutal Critical).</p><p></p><p><strong>Berserker 14th. Retaliation</strong></p><p>Increase the NPC’s DPR by an amount equal to one melee attack per round.</p><p></p><p><strong>Totem Warrior 14th. Totemic Attunement</strong></p><p>A fine ability to keep, it won’t affect CR calculations.</p><p></p><p><strong>15th. Persistent Rage</strong></p><p>An OK ability to keep, it won’t affect CR calculations.</p><p></p><p><strong>17th. Brutal Critical (3 dice)</strong></p><p>Increase average melee damage by another +1 for each attack the NPC can make per round (a total of +3 from Brutal Critical).</p><p></p><p><strong>18th. Indomitable Might</strong></p><p>An OK ability to keep, it won’t affect CR calculations.</p><p></p><p><strong>20th. Primal Champion</strong></p><p>CR will be affected according to the corresponding increases in hit points, AC, to hit chance, and DPR resulting from the Strength and Constitution increases.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7063211, member: 20323"] [MENTION=83242]dave2008[/MENTION] Wow, the spell weaver! What a blast from the past. So, in regards to class templates – I don't do anything so formal, instead using feel – but I do have some notes on making a "Barbarian" monster that might help... ------ This collects my system for creating NPC stats using the guidelines in the DMG, as well as a system for determining CR (Challenge Rating) of the NPCs you create using PHB guidelines. Through my own experimenting, I found the following rule-of-thumb to be sometimes roughly true: Challenge Rating for non-caster NPCs ~ level * 0.33 or level * 0.5 Challenge Rating for caster NPCs ~ level * 0.5 or level * 0.75 You’ll want to run the numbers, because it’s possible to build an optimized 13th level berserker, for example, with a CR 8, while it’s also possible to build a 13th level diviner who is only CR 4. Spell selection and other specifics of creating the NPC can break this rule-of-thumb. Still, it’s useful to have a rough rule-of-thumb so you can quickly eyeball where you want to start for making NPCs. The other major thing I noticed in trying to adapt the PHB rules was that there are many class abilities that can be fun for players to track, but asking a DM to track those same abilities (alongside a bunch of other monsters and the other demands of DMing) is just not worth the headache. So I’ve also included my notes for each character class about which abilities to keep, which to excise, and which to modify when it comes to creating NPCs. Finally, I don’t recommend getting hung up on using exactly the same rules for NPCs as PCs use. I see a lot of DMs accustomed to 3e/3.5e getting hung up on that. Instead, I recommend using a “close enough” approach. Feel free to come up with new ideas for NPC abilities or borrow abilities from monsters in the Monster Manual. [B][SIZE=4]Barbarian[/SIZE][/B] When creating a barbarian NPC, you’ll probably be dealing with a Medium-sized humanoid (with d8 HD), so either go for a 16 or higher Constitution to simulate a barbarian’s d12 HD or give the NPC a few more hit dice. [B]1st. Rage[/B] Assume that in all fights the NPC is raging, so take their rage damage bonus into account when calculating DPR. Also, make sure to use the damage resistance modifier listed in the DMG, since Rage grants resistance to bludgeoning, piercing, and slashing damage. [B]1st. Unarmored Defense[/B] Increase the NPC’s AC if appropriate. [B]2nd. Reckless Attack[/B] Too fiddly. I recommend cutting it out entirely. [B]2nd. Danger Sense[/B] Too fiddly. I recommend replacing it with Dexterity save proficiency. Make sure to increase the NPC’s defensive CR as appropriate (i.e. +2 effective AC for having 3-4 proficient saves) for having three proficient saves if you’ve kept the Strength and Constitution save proficiencies from the barbarian class. [B]Berserker 3rd. Frenzy[/B] The exhaustion bit is fiddly for an NPC. Include it if you want, but it won’t affect CR calculations. [B]Totem Warrior 3rd. Spirit Seeker[/B] A fine ability to keep, it won’t affect CR calculations. [B]Totem Warrior 3rd. Totem Spirit[/B] [I]Bear. [/I]I would suggest using the HP modifier for resistances one step up on the chart on DMG page 277, so a barbarian NPC with expected CR 5-10 would use a x2 modifier instead of x1.5. [I]Eagle.[/I] I would suggest using a toned down version of the goblin’s Nimble Escape (worth a +2 contriburion to effective AC instead of +4). [I]Wolf.[/I] I would suggest using the wolf’s Pack Tactics. [B]Berserker 6th. Mindless Rage[/B] A fine ability to keep, it won’t affect CR calculations. [B]Totem Warrior 7th. Aspect of the Beast[/B] A fine ability to keep, it won’t affect CR calculations. [B]7th. Feral Instinct[/B] A fine ability to keep, it won’t affect CR calculations. [B]9th. Brutal Critical (1 die)[/B] My approach with Brutal Critical is to calculate DPR with a +1 to average melee damage for each attack the NPC can make per round. [B]Berserker 10th. Intimidating Presence[/B] If the NPC is intended to be encountered in a social encounter or as part of a sizable group of monsters, then keep it as is or cut it out – it won’t affect CR. either way. However, if the NPC is intended to be faced alone or with only a few monsters, then I suggest replacing it with Frightening Presence and calculating CR accordingly as described in the DMG. This is because an action is a precious resources to be spending on making one creature frightened. [B]Totem Warrior 10th. Spirit Walker[/B] A fine ability to keep, it won’t affect CR calculations. [B]11th. Relentless Rage[/B] This is similar to a weakened version of the zombie’s Undead Fortitude. Actually, the DMG seems to undervalue Undead Fortitude compared to the zombie’s CR 1/4 listed in the MM (whereas DMG calculations would peg a zombie at CR 1/8), so I recommend using Undead Fortitude straight up as a replacement for Relentless Rage in terms of CR calculation. [B]13th. Brutal Critical (2 dice)[/B] Increase average melee damage by another +1 for each attack the NPC can make per round (a total of +2 from Brutal Critical). [B]Berserker 14th. Retaliation[/B] Increase the NPC’s DPR by an amount equal to one melee attack per round. [B]Totem Warrior 14th. Totemic Attunement[/B] A fine ability to keep, it won’t affect CR calculations. [B]15th. Persistent Rage[/B] An OK ability to keep, it won’t affect CR calculations. [B]17th. Brutal Critical (3 dice)[/B] Increase average melee damage by another +1 for each attack the NPC can make per round (a total of +3 from Brutal Critical). [B]18th. Indomitable Might[/B] An OK ability to keep, it won’t affect CR calculations. [B]20th. Primal Champion[/B] CR will be affected according to the corresponding increases in hit points, AC, to hit chance, and DPR resulting from the Strength and Constitution increases. [/QUOTE]
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