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*Pathfinder & Starfinder
Monster Design--from a designer's standpoint
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4094629" data-attributes="member: 5143"><p>No, exception based design has a different meaning than the old way of doing it.</p><p></p><p>Exception Based Design is all about having a general rule and having each rules item be an exception to it.</p><p></p><p>For example:</p><p></p><p>Rule - It takes a standard action to make 1 attack</p><p>Exception - This creature can attack twice with a standard action</p><p>Rule - Creatures move up to their movement rate as a move action</p><p>Exception - None for this creature</p><p></p><p>The 1st and 2nd Edition method was not to establish any rules at all and just give you all the rules in the text of the monster. This meant that there was no similarity between monsters at all(or VERY little).</p><p></p><p>In 4th, all the monsters are united by the general rules on monster, the rules of the game, and their format. So, when you look through a creature you are mainly looking for the couple of things that makes it different from the "average". Oh, this creature move 10 instead of 6 and it's attacks are a ranged attack that sets people on fire and a melee attack with its claws.</p><p></p><p>The idea being that once I've noted those things, I basically understand how to run the monster. So, even if it is the first time I've seen it I can read it in 30 seconds and run it how it is supposed to work.</p><p></p><p>I mean an attack that immobilizes the target in 4th probably said something like this in 1st and 2nd: "Anyone hit by the slime attack is stuck to the ground. It can be broken out of by doing 34 damage to it with slashing weapons. All other weapons do not damage it. The slime also dries up and becomes brittle if fire is used on it. It takes about 2 rounds for an average torch to have this effect. The slime also provides some protection to the creature hit by it. It lowers its AC by 4 at anyone attacking it has to get through the slime first."</p><p></p><p>Sure, a lot more detailed. Way more difficult to figure out on the fly, however.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4094629, member: 5143"] No, exception based design has a different meaning than the old way of doing it. Exception Based Design is all about having a general rule and having each rules item be an exception to it. For example: Rule - It takes a standard action to make 1 attack Exception - This creature can attack twice with a standard action Rule - Creatures move up to their movement rate as a move action Exception - None for this creature The 1st and 2nd Edition method was not to establish any rules at all and just give you all the rules in the text of the monster. This meant that there was no similarity between monsters at all(or VERY little). In 4th, all the monsters are united by the general rules on monster, the rules of the game, and their format. So, when you look through a creature you are mainly looking for the couple of things that makes it different from the "average". Oh, this creature move 10 instead of 6 and it's attacks are a ranged attack that sets people on fire and a melee attack with its claws. The idea being that once I've noted those things, I basically understand how to run the monster. So, even if it is the first time I've seen it I can read it in 30 seconds and run it how it is supposed to work. I mean an attack that immobilizes the target in 4th probably said something like this in 1st and 2nd: "Anyone hit by the slime attack is stuck to the ground. It can be broken out of by doing 34 damage to it with slashing weapons. All other weapons do not damage it. The slime also dries up and becomes brittle if fire is used on it. It takes about 2 rounds for an average torch to have this effect. The slime also provides some protection to the creature hit by it. It lowers its AC by 4 at anyone attacking it has to get through the slime first." Sure, a lot more detailed. Way more difficult to figure out on the fly, however. [/QUOTE]
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