Just a thought, but when you start describing the Filler category as minions, maybe you should just call the category Minions. It communicates a lot better.
I also don't like the category name Hitter. I feel it doesn't quite capture the role of monsters in this category. All monsters hit after all. I'm struggling to come up with an alternate name off the top of my head right now. But what they do as I understand it, is deal damage spikes. So maybe just call them Glass Canon?
Additionally, all monsters are a threat. Even minions. What monsters in this category are, are tough hard hitting juggernauts. They are line breakers, or body guards. Perhaps Veteran or Champion would be a better category.
Well, the names are just lifted from Fate Adversary Toolkit -- I'm bad at naming. What they are (and I am) to convey is that some enemies just scream "I AM DANGEROUS", while others are more "delayed". When encountered together, they are supposed to create a very sticky situation, where the party needs to focus fire on a Threat, because every round it lives somebody gets hurt, but at the same time they really need to dispose of a Hitter before it strikes.
They aren't distinguished by their damage to HP ratio (but there is some correlation), but by "troubles right now vs. troubles later" -- Treat deals X damage every round, Hitter deals zero damage for two rounds and then finally strikes for 10X damage.
So, a wizard that is hurling fireballs at every turn is a Threat, while another wizard, who needs three turns to cast a complex devastating spell is a Hitter.
Thanks, by the way, I really like term Juggernaut, it certainly works.
I agree. In my own designs I shamelessly steal the names they gave the different archetypes in Final Fantasy XIII. A creature can probably have 2 types.
- Soldier -> Regular monsters, average damage dealing and defense, no-damage spikes.
- Ravager -> Hi-damage spikes monsters, low-ish defense and at-will damage.
- Sentinel -> Hi-defenses, maybe counter-attacks or marking mechanics
- Medic -> Classic healer
- Synergist -> Buffer
- Saboteur -> De-buffer
Then you can have your ranking to show how your to threat the specific monster (solo, leader etc), in which case I generally use the old BECMI acronym to show the level of threat.
Basic, Expert, Champion, Master, Immortal. I tend to have templates that I can add to a basic monsters to augment its threat level.
So a young green dragon meeting a party would be classified something like: Champion Ravager/Saboteur, for example.
Hm, archetypes of FFXIII certainly work.
Thanks for the input! I'll think about it a bit harder.
Also, a bit of progress, related to categories. I've been banging my head against the wall for some time trying to define what Boss actually is, given that with how character advancement in D&D works, a monster that can be an encounter of its own at level 1 is trivial at level 3 and is barely a speedbump at level 5, so potentially any monster can be a boss, so what's even the point.
But now it clicked. Boss isn't just a tough enemy. Boss is a tough enemy you're excited to finally cross swords with.