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Monsters Changing Difficulty According to PC Tactics

howandwhy99

Adventurer
Most monsters are rated for difficulty in overcoming them. This could be combat level like a Level 1 Monster combatant. But it could be rated for other activities too. For instance, a Level 2 Monster Pursuer for chases, a Level 3 Monster Conversationalist for dialogues, a Level 4 Monster Craftsmen for building things, a Level 5 Monster Intelligence for knowing or remembering stuff, etc.

The point is, squaring off against these monsters changes depending upon the arena. Even 1st level PCs could rather easily beat wise old sages in combat, but it would be better if we allied with them. We aren't going to know what they know as Level 5 Sages when we're level 1. Heck, we're level 1 fighters, thieves, and wizards, so sage ability for most PCs is lower than Sage level 1.

I think diversity in monster stats like this helps players choose their plans of action and assess the values of their goals.

Some monsters may have differing ratings within an arena too. Some may appear invincible, but be low level combatants overall. For example, The Brick-Man is largely impervious to slashing and bludgeoning attacks, but only above average against piercing ones. If attacked with piercing weapons or attacks he's a Level 3 Monster (tougher than skin, weaker than solid rock). However, if attacked with slashing weapons, he's a Level 15 Monster and against bludgeoning he's a level 21.

Does 3/15/21 mean this bricklayer is on average a 13th level combat foe? No, not really. He's probably not a 3rd level monster either, but 4th or 5th could be fine. Commensurate PC parties fighting against him will be fine too once they learn how he lays a brick, so to speak. Being nearly impervious to certain attacks doesn't make this foe impervious to all attacks. It's the weak points that tell the tale.

If we go back to the original rankings I gave above, we might see that monsters could be ranked as lower level challenges even though they are varyingly powerful in certain arenas. Fighting a jackrabbit in a cage match is no contest, fighting one in the woods means it quickly becomes a pursuit. Without aid to pursue most PCs quickly lose that contest.

Perhaps we can allow back in the game certain near unbeatable traits, if we recognize that they are not the be all end all of a monster's rating? Ogres are nasty fighters and better wrestlers, but if you can convince one to talk to you, they are easily manipulated. Strong combatants, lousy conversationalists I say. But using that brute force in your favor is a win.
 

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Were you thinking out loud, or looking for some particular feedback?

I ask, because I can not tell... [sad face]

Sending it out there really. Maybe some readers have found games with a similar design? I like how certain tactics are stacked against you, but creative thinking can lead to alternate means of success. I think that's a win/win for players and game design.
 

The Brick-Man is largely impervious to slashing and bludgeoning attacks, but only above average against piercing ones. If attacked with piercing weapons or attacks he's a Level 3 Monster (tougher than skin, weaker than solid rock). However, if attacked with slashing weapons, he's a Level 15 Monster and against bludgeoning he's a level 21.
Bad idea. Swords can cut, slash, chop, stab and pummel. In D&D the character might be doing any of these things, but will usually have no reason to mention which. Otherwise, it sounds interesting.
 

I'd been thinking of something along that line, but a bit broader in scope:

vs. spell CR
vs. weapon CR
vs. social CR

For example, a Golem might have a high spell CR, a moderate weapon CR and a low or negligible social CR.

Of course, you could always base the "CR" on the target difficulty to overcome it by a specific means, say 5 XP x DC x Number of successes needed (just as an easy-to-calculate example). So if you make a weapon attack, the DC would be equal to the target's AC, and number of successes would be the average number of times you'd have to hit the monster to kill it*. If you cast a spell at it, the DC would be equal to it's defense (Will, Reflex, Fortitude). If you use a skill to overcome it, say Diplomacy, the DC would have been equal to the DC of changing it's attitude towards you. (In the case of combat, you might also want to factor in the creature's attacks back in a way so that a monster that's hurting you back is worth more than one that can't hit you.

* Note, PCs that do low average damage would actually get MORE experience, which makes sense as it'd probably be harder for them to succeed against the monster :).
 

I'm a bit confused by the OP. Not sure what all this brick laying is about...some kind of Profession (brick laying) skill, or some kind of Super Mario monster? Also, is the OP in relation to a certain game/edition, or just a general idea?

In any case, I recently worked up a social combat system, to make social encounters a little more exciting than "Roll a check...okay you win/lose."
 

Stormonu, I wouldn't base the XP gain off of how hard it was to get. I'd say a victory is a victory however you manage it, so if you get the enemy to flee, you don't get the XP just for the ones you managed to kill, you get the XP for the combat, including the ones that fled. In the same way, I would give the XP for convincing the ogre not to fight as I would for killing it or otherwise defeating it. If you find a creative way around an enemy which makes it easier to defeat said enemy, you would be punished for doing so by getting less XP.

I like the idea that howandwhy proposes, but I can see a few problems with it. Mainly in the idea that things would grow stale. Every ogre the PCs run into will become a social encounter in which they try to talk him out of fighting or talk him into joining them. You would never get to use that ogre for what it was meant for, combat. Your players might get into routines with monsters if you use them a lot and the diversity that you envision would soon disappear as they constantly approach encounters in the same way every time.
 

Most monsters are rated for difficulty in overcoming them. This could be combat level like a Level 1 Monster combatant. But it could be rated for other activities too. For instance, a Level 2 Monster Pursuer for chases, a Level 3 Monster Conversationalist for dialogues, a Level 4 Monster Craftsmen for building things, a Level 5 Monster Intelligence for knowing or remembering stuff, etc.


At this point aren't we just describing ability scores? How would a Level 5 Monster Intelligence be different than a monster with a 20 Intelligence (or 5 dots, or 1d12 or whatever system you use).
 

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