GlassJaw
Hero
I’ve wanted to get this post up a while ago but the holidays, traveling, and some real-life stuff created some unavoidable delays. Anywhere, here it is.
I’ve been doing some preliminary work on the Trailblazer Monster Book (working title) for a while now and Wulf and I have had a lot of discussions on its contents.
In this thread, I’ll discuss our overall design philosophy for a monster book in general and then get into some discussions on the contents.
Design Philosophy
1. Create a stat block that is highly informative and DM-friendly.
2. Make monsters highly customizable without requiring a lot of (or any) calculations.
3. Return some of the power to the DM that 3ed has taken away. In short, let the DM “wow” his players once more.
Stat Blocks
Our goal for the stat block is to give the DM everything he needs to run that creature and do it on a single page. We have also reorganized the stat block to provide a more user-friendly layout and I’ve also begun to rewrite and standardize the text of all special abilities (Improved Grab, Swallow Whole, racial skill bonuses, movement skills, etc).
I’ve attached a few sample stat blocks. Here are some of the additions and changes:
• Stat blocks contain the following sections, from top-to-bottom: Senses, Defense, Offense, Statistics, Abilities.
• Auras now listed in the front “Senses” section.
• Attacks that bypass a creature’s regeneration now listed.
• More detailed information of abilities. For example, if a creature has a poison ability, the attack in which it delivers its poison is now listed.
• Some entries were moved around and reorganized (Space, Reach, Speed, etc).
• Combat Maneuver Bonus and Defense modifiers listed on same line as Base Attack Bonus.
• Combat Reactions, including a creature’s Dodge and Block bonuses listed.
• Ability and skill modifiers now listed in a table (see Skill System below).
Skill System
One of the most drastic changes of our new stat block is the monster skill system. Before I get into the system itself, these were our design goals:
1. Be able to calculate skill modifiers for creatures and NPCs quickly.
2. Determine an NPC or creature's skill modifier for an unlisted skill on-the-fly.
3. Adhere to the philosophy that creatures and NPCs follow different rules than PC's.
WULF: To provide a bit of context on that last point, I'll note that far and away the most frequent complaint is the skill portion of the statblock (followed by having to look up spells and special abilities). My philosophy-- emphasized in the new statblock-- is that skill points for monsters don't matter all that much. Fudge them! As the DM, you want the monsters to have skills that (a) make sense (maintain verisimilitude) and (b) are scaled properly for their CR to provide the right obstacle for your players.
Without writing a single skill point down in advance, the DM can simply make the call at the time that it matters. The two gnolls guarding the edge of the camp? If and when the rogue tries to Stealth past, you make the call then and there that they have "good" Perception-- that's why they are on guard duty. The chieftain has Intimidate (if and when you decide he needs it) and perhaps the shaman has Sense Motive (if and when you decide he needs it).
That being said, as an additional timesaver, we're including "recommended" skills in the statblock, including those skills that appeared in the SRD and any skills that might require additional calculation.
Our original thought was to leave all the monster skills as-is and create a skill system for NPCs. However, as we started fleshing it out, we realized that going back and applying the system to all existing monsters gives DMs a lot of flexibility for customizing monsters on-the-fly, which is one of our primary design goals.
Each creature essentially has three skill entries: ability modifier only, average skills, and good skills.
Average skill modifier = ability modifier + ½ the creature’s HD.
Good skill modifier = ability modifier + creature’s HD + 3 (for being a “class” skill).
The DM now has three choices for quickly determining and customizing a monster’s skill modifiers. And overall, I’ve been pleasantly surprised that the system is tracking fairly well to the SRD values yet without any cumbersome skill point allocation.
Below the Abilities & Skills table some skills and modifiers are listed. These are skills that are common for a typical creature of that type. I also included any skill that had some kind of modifier, whether it was a feat or racial skill bonus. Again, our goal is to have everything in the stat block that the DM needs without any additional calculation.
One notable exception to this is Stealth. Stealth is modified by a creature’s size. Wulf and I have had multiple discussions on whether we should include a creature’s size modifiers somewhere in the stat block. (We also discussed rolling a creature’s size as a modifier to the viewer’s Perception score rather than a modifier to Stealth but that’s another discussion.)
There will be some discussion in the book on “rules of thumb” for assigning skill modifiers. For example, most animals use the “average” modifier for their skills while creature’s like dragons, demons, and devils use the “good” modifier.
One rule of thumb is to use the creature’s CR to determine what the skill modifier of a “trained” PC of the same level will be. This way, you can determine the probability of success and level of challenge that you want for the encounter. (Note to self: make a chart.)
Quick Templates
Continuing with our design goal of giving the DM the tools (and power) to customize monsters quickly, Wulf and I have been working on something we call Quick Templates.
The basic idea is to create options that the DM can quickly apply to a creature that meet three criteria:
1. Requires little to no stat block recalculation.
2. Does not change the creature’s CR (about the power of a feat or two).
3. Adds a highly descriptive and “visual” change to the creature that surprises the players.
I’ve listed some example below. Don’t get too hung up on the mechanics at this point. We are only in the brainstorming stage. We may also recommend certain creatures or subtypes for each of the Quick Templates.
Shifty – The creature constantly hops and moves in combat, making it difficult to target. The creature and make a 5-foot step as immediate action. Additionally, give the creature the Spring Attack feat.
Recommended creatures: kobolds, skeletons, ghouls
Fiery, Icy, Corrosive, Shocking – The creature has been infused with elemental energy. The creature has a breath weapon and energy resistance.
Shaman/Witchdoctor/Mage – The creature has some basic spellcasting ability. Give the creature a few spells of a spell level appropriate to its CR.
Recommended creatures: humanoids, giants, skeletons, wights
Armored – The creature is clad is heavy plates or armor. Increase the creature’s AC by +4 – 8.
Aggressive – The creature has the Pounce ability.
Recommended creatures: trolls, ogres
Solo Monster Design
I’m a huge fan of solo monsters and boss encounters and I’m definitely planning on including some additional design options and abilities for solo creatures.
Here’s the start of a design discussion on various types of asymmetric abilities for solo creatures, in order of increasing “power”:
1. Ability that grants the creature extra actions (action points).
2. Creature can summon allies (more actions to bring to bear against PCs).
3. Single-target debuff – An ability that reduces the number of actions of a single PC (fear, hold person, petrification, stun, knockdown).
4. Multiple-target/AoE debuff – An ability that reduces the number of actions of multiple PCs (fear aura, mass hold person, "giant stomp" knockdown, dragon wing buffet wind blast, mindflayer stun)
5. Single-target conversion – An ability that reduces the number of actions of a single PC and grants additional actions to the creature's side. In other words, the PC is “converted” to the creature’s side (charm, suggestion, confusion).
6. Multiple-target/AoE conversion – An ability that reduces the number of actions of multiple PCs and adds those actions to the creature's side (mass charm, mass confusion).
Monster Customization Example
Using the Skill System and Quick Templates, I’m going to modify an existing creature.
The PCs are exploring (or trespassing, as the case maybe) a mysterious tropical island. They have heard rumors of a mythic beast that dwells in the center of the island and is worshipped as a god by the natives.
This creature is a solo T-Rex but I want it to be more than a big bag of hit points with sharp teeth.
First of all, I want the T-Rex to hunt and stalk the PCs, and it’s +2 Stealth modifier isn’t going to cut it (Average skill: +10 – 8 for Huge size). I’m going to bump up its skill modifier from Average to Good (+22). With the Huge modifier, it now has a Stealth of +14. The T-Rex is CR 8. An 8th-level rogue or ranger will probably have a Perception score around +12-14 (max ranks, +3 class skill, +1-3 Wis mod). Assuming average rolls, our T-Rex has slightly better odds of eluding the PCs. And to top it off, our T-Rex will be coal black, which explains it’s increased Stealth
If you want the T-Rex to be stealthier, since it’s a solo and will already have a boatload of hit points, why not drop one of the Toughness feats and give it Skill Focus (Stealth)?
Ok, so we have our stealthy T-Rex. But how can we really make it something the PCs have never seen before? Maybe the island has mysterious properties and has imbued the T-Rex with supernatural properties. I’m going to give our T-Rex the Witchdoctor template and give it a small spell list. Hmm, how about Blur, Bestow Curse? That gives it some extra defense and debuff option.
And since it’s a solo, how about some crowd control? Acid Fog, Cloudkill, or Waves of Fatigue would be pretty nasty. I like it, but perhaps I’ll keep those in my bag of tricks and see how the battle goes first. I could also give it an AOE physical attack, like a tail sweep. However, I do need to keep in mind that asymmetric abilities may affect its CR.
The T-Rex is covered with strange runes and symbols that glow when it invokes its powers. Yeah, that will freak the players out!
Does this ancient arcane power source still exist on the island somewhere? If so, where? Wait, did a Quick Template just create a possible adventure idea?!
It took me a LOT longer to write this than it did to actually modify the T-Rex. What did I really do? I boosted it’s Stealth modifier, gave it a couple of spells to use, and added a unique visual description. Really simple, yet the players won’t know what to expect, which is exactly what we want.
Questions for you!
Wulf and I have also discussed including Traps and Skill Challenges in this book to make it more of a “Challenges & Encounters” book rather than just a monster book. Thoughts?
Size modifiers – include in stat block somewhere? This would include modifiers to attack rolls, CMB, and Stealth.
Have any Quick Template ideas?
Anything else you’d like to see?
Well that’s it for now. I’m sure I’m forgetting some things but I at least wanted to get the ball rolling and kickoff the monster discussion. And as always, your input is invaluable. Without it, Trailblazer probably wouldn’t have happened in the first place so thanks!
I’ve been doing some preliminary work on the Trailblazer Monster Book (working title) for a while now and Wulf and I have had a lot of discussions on its contents.
In this thread, I’ll discuss our overall design philosophy for a monster book in general and then get into some discussions on the contents.
Design Philosophy
1. Create a stat block that is highly informative and DM-friendly.
2. Make monsters highly customizable without requiring a lot of (or any) calculations.
3. Return some of the power to the DM that 3ed has taken away. In short, let the DM “wow” his players once more.
Stat Blocks
Our goal for the stat block is to give the DM everything he needs to run that creature and do it on a single page. We have also reorganized the stat block to provide a more user-friendly layout and I’ve also begun to rewrite and standardize the text of all special abilities (Improved Grab, Swallow Whole, racial skill bonuses, movement skills, etc).
I’ve attached a few sample stat blocks. Here are some of the additions and changes:
• Stat blocks contain the following sections, from top-to-bottom: Senses, Defense, Offense, Statistics, Abilities.
• Auras now listed in the front “Senses” section.
• Attacks that bypass a creature’s regeneration now listed.
• More detailed information of abilities. For example, if a creature has a poison ability, the attack in which it delivers its poison is now listed.
• Some entries were moved around and reorganized (Space, Reach, Speed, etc).
• Combat Maneuver Bonus and Defense modifiers listed on same line as Base Attack Bonus.
• Combat Reactions, including a creature’s Dodge and Block bonuses listed.
• Ability and skill modifiers now listed in a table (see Skill System below).
Skill System
One of the most drastic changes of our new stat block is the monster skill system. Before I get into the system itself, these were our design goals:
1. Be able to calculate skill modifiers for creatures and NPCs quickly.
2. Determine an NPC or creature's skill modifier for an unlisted skill on-the-fly.
3. Adhere to the philosophy that creatures and NPCs follow different rules than PC's.
WULF: To provide a bit of context on that last point, I'll note that far and away the most frequent complaint is the skill portion of the statblock (followed by having to look up spells and special abilities). My philosophy-- emphasized in the new statblock-- is that skill points for monsters don't matter all that much. Fudge them! As the DM, you want the monsters to have skills that (a) make sense (maintain verisimilitude) and (b) are scaled properly for their CR to provide the right obstacle for your players.
Without writing a single skill point down in advance, the DM can simply make the call at the time that it matters. The two gnolls guarding the edge of the camp? If and when the rogue tries to Stealth past, you make the call then and there that they have "good" Perception-- that's why they are on guard duty. The chieftain has Intimidate (if and when you decide he needs it) and perhaps the shaman has Sense Motive (if and when you decide he needs it).
That being said, as an additional timesaver, we're including "recommended" skills in the statblock, including those skills that appeared in the SRD and any skills that might require additional calculation.
Our original thought was to leave all the monster skills as-is and create a skill system for NPCs. However, as we started fleshing it out, we realized that going back and applying the system to all existing monsters gives DMs a lot of flexibility for customizing monsters on-the-fly, which is one of our primary design goals.
Each creature essentially has three skill entries: ability modifier only, average skills, and good skills.
Average skill modifier = ability modifier + ½ the creature’s HD.
Good skill modifier = ability modifier + creature’s HD + 3 (for being a “class” skill).
The DM now has three choices for quickly determining and customizing a monster’s skill modifiers. And overall, I’ve been pleasantly surprised that the system is tracking fairly well to the SRD values yet without any cumbersome skill point allocation.
Below the Abilities & Skills table some skills and modifiers are listed. These are skills that are common for a typical creature of that type. I also included any skill that had some kind of modifier, whether it was a feat or racial skill bonus. Again, our goal is to have everything in the stat block that the DM needs without any additional calculation.
One notable exception to this is Stealth. Stealth is modified by a creature’s size. Wulf and I have had multiple discussions on whether we should include a creature’s size modifiers somewhere in the stat block. (We also discussed rolling a creature’s size as a modifier to the viewer’s Perception score rather than a modifier to Stealth but that’s another discussion.)
There will be some discussion in the book on “rules of thumb” for assigning skill modifiers. For example, most animals use the “average” modifier for their skills while creature’s like dragons, demons, and devils use the “good” modifier.
One rule of thumb is to use the creature’s CR to determine what the skill modifier of a “trained” PC of the same level will be. This way, you can determine the probability of success and level of challenge that you want for the encounter. (Note to self: make a chart.)
Quick Templates
Continuing with our design goal of giving the DM the tools (and power) to customize monsters quickly, Wulf and I have been working on something we call Quick Templates.
The basic idea is to create options that the DM can quickly apply to a creature that meet three criteria:
1. Requires little to no stat block recalculation.
2. Does not change the creature’s CR (about the power of a feat or two).
3. Adds a highly descriptive and “visual” change to the creature that surprises the players.
I’ve listed some example below. Don’t get too hung up on the mechanics at this point. We are only in the brainstorming stage. We may also recommend certain creatures or subtypes for each of the Quick Templates.
Shifty – The creature constantly hops and moves in combat, making it difficult to target. The creature and make a 5-foot step as immediate action. Additionally, give the creature the Spring Attack feat.
Recommended creatures: kobolds, skeletons, ghouls
Fiery, Icy, Corrosive, Shocking – The creature has been infused with elemental energy. The creature has a breath weapon and energy resistance.
Shaman/Witchdoctor/Mage – The creature has some basic spellcasting ability. Give the creature a few spells of a spell level appropriate to its CR.
Recommended creatures: humanoids, giants, skeletons, wights
Armored – The creature is clad is heavy plates or armor. Increase the creature’s AC by +4 – 8.
Aggressive – The creature has the Pounce ability.
Recommended creatures: trolls, ogres
Solo Monster Design
I’m a huge fan of solo monsters and boss encounters and I’m definitely planning on including some additional design options and abilities for solo creatures.
Here’s the start of a design discussion on various types of asymmetric abilities for solo creatures, in order of increasing “power”:
1. Ability that grants the creature extra actions (action points).
2. Creature can summon allies (more actions to bring to bear against PCs).
3. Single-target debuff – An ability that reduces the number of actions of a single PC (fear, hold person, petrification, stun, knockdown).
4. Multiple-target/AoE debuff – An ability that reduces the number of actions of multiple PCs (fear aura, mass hold person, "giant stomp" knockdown, dragon wing buffet wind blast, mindflayer stun)
5. Single-target conversion – An ability that reduces the number of actions of a single PC and grants additional actions to the creature's side. In other words, the PC is “converted” to the creature’s side (charm, suggestion, confusion).
6. Multiple-target/AoE conversion – An ability that reduces the number of actions of multiple PCs and adds those actions to the creature's side (mass charm, mass confusion).
Monster Customization Example
Using the Skill System and Quick Templates, I’m going to modify an existing creature.
The PCs are exploring (or trespassing, as the case maybe) a mysterious tropical island. They have heard rumors of a mythic beast that dwells in the center of the island and is worshipped as a god by the natives.
This creature is a solo T-Rex but I want it to be more than a big bag of hit points with sharp teeth.
First of all, I want the T-Rex to hunt and stalk the PCs, and it’s +2 Stealth modifier isn’t going to cut it (Average skill: +10 – 8 for Huge size). I’m going to bump up its skill modifier from Average to Good (+22). With the Huge modifier, it now has a Stealth of +14. The T-Rex is CR 8. An 8th-level rogue or ranger will probably have a Perception score around +12-14 (max ranks, +3 class skill, +1-3 Wis mod). Assuming average rolls, our T-Rex has slightly better odds of eluding the PCs. And to top it off, our T-Rex will be coal black, which explains it’s increased Stealth
If you want the T-Rex to be stealthier, since it’s a solo and will already have a boatload of hit points, why not drop one of the Toughness feats and give it Skill Focus (Stealth)?
Ok, so we have our stealthy T-Rex. But how can we really make it something the PCs have never seen before? Maybe the island has mysterious properties and has imbued the T-Rex with supernatural properties. I’m going to give our T-Rex the Witchdoctor template and give it a small spell list. Hmm, how about Blur, Bestow Curse? That gives it some extra defense and debuff option.
And since it’s a solo, how about some crowd control? Acid Fog, Cloudkill, or Waves of Fatigue would be pretty nasty. I like it, but perhaps I’ll keep those in my bag of tricks and see how the battle goes first. I could also give it an AOE physical attack, like a tail sweep. However, I do need to keep in mind that asymmetric abilities may affect its CR.
The T-Rex is covered with strange runes and symbols that glow when it invokes its powers. Yeah, that will freak the players out!
Does this ancient arcane power source still exist on the island somewhere? If so, where? Wait, did a Quick Template just create a possible adventure idea?!
It took me a LOT longer to write this than it did to actually modify the T-Rex. What did I really do? I boosted it’s Stealth modifier, gave it a couple of spells to use, and added a unique visual description. Really simple, yet the players won’t know what to expect, which is exactly what we want.
Questions for you!
Wulf and I have also discussed including Traps and Skill Challenges in this book to make it more of a “Challenges & Encounters” book rather than just a monster book. Thoughts?
Size modifiers – include in stat block somewhere? This would include modifiers to attack rolls, CMB, and Stealth.
Have any Quick Template ideas?
Anything else you’d like to see?
Well that’s it for now. I’m sure I’m forgetting some things but I at least wanted to get the ball rolling and kickoff the monster discussion. And as always, your input is invaluable. Without it, Trailblazer probably wouldn’t have happened in the first place so thanks!
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