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My Quick Creature Creation System
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<blockquote data-quote="Obergnom" data-source="post: 3173579" data-attributes="member: 7145"><p>Hi,</p><p></p><p>a while ago I posted that I was looking for a system to create D&D Monsters (And NPCs) on the fly, more like in older editions. The aim was, to reduce DM load, I personly dislike that 3.5 makes a Character out of monsters, thats a matter of taste, if you think so too, this system might be for you.</p><p></p><p>With the help of Green Ronins Advanced Dungeon Master Guide and my old AD&D 2nd Ed. DMG I came up with a system that works surprisingly well!</p><p></p><p>It is far from perfect, of course, but let me explain how it works:</p><p></p><p>You choose a creatures CR (If converting older ed. modules, which is what I made it up for, use the Creatures HD) and look up its Attack Bonus in the table. Decide which saves it should be good at, and choose skills it might mid be good at, bad at, or not trained in at all. The Hit Points are listed in the table as well. </p><p></p><p>Your Creature will not have any ability stats, so for spells like Ray of Enfeeblement, just assume it has an even Str Score, and make a gues when you might come close to 0.</p><p></p><p>For Damage you just decide what would be appropriate. You could always add the Ability Check collum if you stick to the standard Damage by Weapon Size table.</p><p></p><p>It requires some Experience, but it works good. I created a Hill Giant and a Drow Fighter Mage using this system, and I was very satisfied. Of course they felt strange at first (especially the Drow) but I got used to that, and know I am very happy with my cute little table.</p><p></p><p>Feats: I only use Power Attack and Combat Expertise for all of my monsters, thats it.</p><p></p><p></p><p></p><p>My Hill Giant: CR7, HP: 112, F/R/W: 9/4/4, Attacks with +17, doing 3d6+4 Damage (Close Combat with Reach, or Rocks throwing 50ft distance), AC: 18</p><p>Skills: Secondary: Spot (+9)</p><p></p><p>Drow Fighter/Mage: CR8: HP:104, F/R/W: 8/4/8, Attacks: 2 with +16, doing 1d8+4 Damage, AC: 24, Spells: Cast Spells like a 5th Level Wizard, Spell Resistance: 16, Drow Spell Likes</p><p>Skills: Prime (+16) Hide, Move Silently, Listen, Spot</p><p></p><p></p><p></p><p></p><p>I made those 2 without looking into my MM and within 10 minutes. No fine tuning was done. I know the Drow is far from anything that might be possible whit classes, but I do not really care. I just want a CR8 Drow with Spells and the ability to fight in close combat. Still, I would of course like to improve my system as far as possible, and I think those Special Ability Mods are the key. Brute Monsters usually go really well, but those with special abilities always seem to be a bit of... </p><p></p><p>I would love to hear any suggestions for improvement you can make!</p><p></p><p></p><p><a href="http://www.rzuser.uni-heidelberg.de/~rwinter2/quickstats.pdf" target="_blank">Download the table</a></p></blockquote><p></p>
[QUOTE="Obergnom, post: 3173579, member: 7145"] Hi, a while ago I posted that I was looking for a system to create D&D Monsters (And NPCs) on the fly, more like in older editions. The aim was, to reduce DM load, I personly dislike that 3.5 makes a Character out of monsters, thats a matter of taste, if you think so too, this system might be for you. With the help of Green Ronins Advanced Dungeon Master Guide and my old AD&D 2nd Ed. DMG I came up with a system that works surprisingly well! It is far from perfect, of course, but let me explain how it works: You choose a creatures CR (If converting older ed. modules, which is what I made it up for, use the Creatures HD) and look up its Attack Bonus in the table. Decide which saves it should be good at, and choose skills it might mid be good at, bad at, or not trained in at all. The Hit Points are listed in the table as well. Your Creature will not have any ability stats, so for spells like Ray of Enfeeblement, just assume it has an even Str Score, and make a gues when you might come close to 0. For Damage you just decide what would be appropriate. You could always add the Ability Check collum if you stick to the standard Damage by Weapon Size table. It requires some Experience, but it works good. I created a Hill Giant and a Drow Fighter Mage using this system, and I was very satisfied. Of course they felt strange at first (especially the Drow) but I got used to that, and know I am very happy with my cute little table. Feats: I only use Power Attack and Combat Expertise for all of my monsters, thats it. My Hill Giant: CR7, HP: 112, F/R/W: 9/4/4, Attacks with +17, doing 3d6+4 Damage (Close Combat with Reach, or Rocks throwing 50ft distance), AC: 18 Skills: Secondary: Spot (+9) Drow Fighter/Mage: CR8: HP:104, F/R/W: 8/4/8, Attacks: 2 with +16, doing 1d8+4 Damage, AC: 24, Spells: Cast Spells like a 5th Level Wizard, Spell Resistance: 16, Drow Spell Likes Skills: Prime (+16) Hide, Move Silently, Listen, Spot I made those 2 without looking into my MM and within 10 minutes. No fine tuning was done. I know the Drow is far from anything that might be possible whit classes, but I do not really care. I just want a CR8 Drow with Spells and the ability to fight in close combat. Still, I would of course like to improve my system as far as possible, and I think those Special Ability Mods are the key. Brute Monsters usually go really well, but those with special abilities always seem to be a bit of... I would love to hear any suggestions for improvement you can make! [URL=http://www.rzuser.uni-heidelberg.de/~rwinter2/quickstats.pdf]Download the table[/URL] [/QUOTE]
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