D&D 5E Monster Attack Algorithms

Xeviat

Dungeon Mistress, she/her
Hi everyone.

I'm putting together a little game for my other D&D playing and DMing friends. The idea is to have one person design a dungeon within a set of rules that should be beatable without taking a long rest. Then, you hand that out to the other people and they run a group of 4 PCs through it themselves. Little D&D tactics adventures basically.

But, something like this needs simple algorithms for monster actions. Many video games use something like this, such as attacking the creature within reach that has the lowest defense against your attack. Such an algorithm could also then be used by newbie DMs for regular games.

These could be made individual per monster, or could be more universal. I'm curious what people's ideas are.
 

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I tend to make little tactical 'scripts' for monsters when I DM, so I think it's a nice idea.

Have you seen the The Monsters Know What They're Doing blog (and book)? The author outlines 5e tactics for different monsters. It might be a helpful starting place to create the simplified "algorithms" you're putting together.
 

A related idea would be to pick a two groups of enemies, say 4 orcs and an orc shaman vs. an appropriate group of lizard folks, or whatever. Then you write your behavioral/tactical algorithm, as complicated as you like, for one group, and your friend writes the rules for the other group. Then you square off, strictly interpreting the algorithm, and rolling dice where appropriate.

This would be fun in a tournament setting.

EDIT: Alternatively, this would be pretty straightforward (lot of typing, but no rocket science) to implement in code. Write it in JS to run in a browser, animate on a grid. Well, run it on a server so you can play against remote friends.
 

Writing a monster reaction table would be pretty simple IMO. I'd probably write at 10 items and use a d6 to roll on it. Results 7-10 would be for more humanoid or intelligent monsters and the bonus to their roll would be part of their stat block. Results 1-4 would be more for beasts and the like. Or you could go with as many tables as you want and index which table to roll on in the stat block. I think this could be a cool resource for any game actually. Lemme see here...

1. Immediately charges the party in a berserk frenzy.
2. Goes about its business.
3. Rears up and roars/hisses/etc in an attempt to intimidate.
4. Retreats from party if possible, or result 3.
5. Takes cover if possible. Defensive maneuvers of all kinds.
6. Bellows a challenge and charges.
7. Shouts something in it's native tongue.
8. Runs away shouting the alarm.
9. Attacks the weakest targets.
10. Full tactical assault, all the tricks are in play.

That's a rough cut off the top of my head. Modify the d6 roll to tailor the results.
 

Dungeon World uses some simple statements that describe actions or tactics a monster may use. A small list makes it easy to pick one depending on the situation.

Example of a DW Gargoyle:
Claw (d6 damage); 3 HP; 2 Armor; Close
Special Qualities: Wings
Instinct: To guard
  • Attack with the element of surprise
  • Take to the air
  • Blend into stonework
To simplify this in 5e, look at the attacks, traits, and stat array of the monster and just have a few options. More important combat = more depth of options.

I also suggest looking at The Monsters Know What They're Doing as suggested by @Theo R Cwithin it's a great read
 


For a while, I was working on a game that used a deck of playing cards to randomize monster actions and their effectiveness. Translating that to D&D, I would construct a deck of forty cards (containing 1-10 of each suit), and build a simple script for each monster. For example:
  • Club: Make a melee attack (+4 to hit, 5 slashing damage) at the closest enemy.
  • Spade: Make a ranged attack (+4 to hit, 5 piercing damage) at the most vulnerably enemy.
  • Diamond: Run away and hide.
  • Heart: Use the Help action on an ally.
All of the monsters act on the same turn. On their turn, reveal one card for each monster. If the action involves making a d20 check of any sort, the value of the d20 is equal to twice the rank of the card.

The hard part is building the script for each monster.
 

I think you will have to make it individually.
if you have a chance take a look at 40k black stone fortress.
they have pretty nice control card for each foe.
but on a general rule.
roll ad20.
the higher is the roll the more efficient is the attack,
the lower is the roll the less efficient is the action.
1 : disengage and move away.
20 : use best attack or spell on most threatening enemy or damaged enemy.
fill the gap between 2 and 19.
 

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