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Creating a Monster (pgs 188-192)
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<blockquote data-quote="Morrus" data-source="post: 6248798" data-attributes="member: 1"><p>Thanks! I find those creation guidelines useful, and I felt there was no good reason not to share them. Plus I LOVE seeing folks use them to create stuff.</p><p></p><p>1) There is for objects, but not creatures. I'll get that added. In D&D terms, small is a halfling, medium is a human, large is an ogre.</p><p></p><p>2) Hardy is actually an extra dice, not one point. Actually, I think I just ballparked the HEALTH in those monsters rather than roll them. 3 x END works, although 3.5 x END DICE is better. </p><p></p><p>3) It's the complex formula. I should have removed that one on pg 190. I actually have a spreadsheet I use, which is how the formula was derived. I've attached it below. You just plug in the numbers on the first page and it spits out the XP. I make it 25 XP for your creature.</p><p></p><p>You plug in the best attack values (so the highest to-hit dice, the highest damage dice, the highest range).</p><p></p><p>4) I'm adding a section to the skills chapter listing them, but here's a quick excerpt:</p><p></p><p>[HQ]<p style="margin-left: 20px">While most skills simply add 1d6 (per rank) to a relevant attribute check, some have additional effects beyond the die bonus. The following benefits are per rank.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Tactics This skill improves INITIATIVE by 1d6.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Running This skill adds 5' (1 square) to a character's running speed.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Carrying This skill adds 20 lbs to a character's carrying capacity.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Reactions This skill improves INITIATIVE by 1d6.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Unarmed fighting This skill adds 1d6 to NATURAL DAMAGE.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Resistance This skill increases MENTAL DEFENSE by 4.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Hardy This skill adds an extra d6 to to determine HEALTH.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Ambidexterity This skill negates the -1 die penalty for using dual weapons for one of the weapons. A second rank negates it for both.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In combat, as expected, marksman, unarmed fighting, and melee fighting all add 1d6 to relevant attack rolls.</p> <p style="margin-left: 20px"></p><p>[/HQ]</p><p>5) Hah! You spotted something - ammo was originally going to use the countdown mechanic, until I realised that it was more work than simply crossing off ammo each time you fired. So that column is obsolete. I haven't decided how to handle ammo yet, but it'll probably just be a flat number.</p></blockquote><p></p>
[QUOTE="Morrus, post: 6248798, member: 1"] Thanks! I find those creation guidelines useful, and I felt there was no good reason not to share them. Plus I LOVE seeing folks use them to create stuff. 1) There is for objects, but not creatures. I'll get that added. In D&D terms, small is a halfling, medium is a human, large is an ogre. 2) Hardy is actually an extra dice, not one point. Actually, I think I just ballparked the HEALTH in those monsters rather than roll them. 3 x END works, although 3.5 x END DICE is better. 3) It's the complex formula. I should have removed that one on pg 190. I actually have a spreadsheet I use, which is how the formula was derived. I've attached it below. You just plug in the numbers on the first page and it spits out the XP. I make it 25 XP for your creature. You plug in the best attack values (so the highest to-hit dice, the highest damage dice, the highest range). 4) I'm adding a section to the skills chapter listing them, but here's a quick excerpt: [HQ][INDENT]While most skills simply add 1d6 (per rank) to a relevant attribute check, some have additional effects beyond the die bonus. The following benefits are per rank. Tactics This skill improves INITIATIVE by 1d6. Running This skill adds 5' (1 square) to a character's running speed. Carrying This skill adds 20 lbs to a character's carrying capacity. Reactions This skill improves INITIATIVE by 1d6. Unarmed fighting This skill adds 1d6 to NATURAL DAMAGE. Resistance This skill increases MENTAL DEFENSE by 4. Hardy This skill adds an extra d6 to to determine HEALTH. Ambidexterity This skill negates the -1 die penalty for using dual weapons for one of the weapons. A second rank negates it for both. In combat, as expected, marksman, unarmed fighting, and melee fighting all add 1d6 to relevant attack rolls. [/INDENT] [/HQ] 5) Hah! You spotted something - ammo was originally going to use the countdown mechanic, until I realised that it was more work than simply crossing off ammo each time you fired. So that column is obsolete. I haven't decided how to handle ammo yet, but it'll probably just be a flat number. [/QUOTE]
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Creating a Monster (pgs 188-192)
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