Unique Monster Trait Tables

I love these, your gelatinous cube table made me laugh. :)

mkill said:
The point of spending JPY3000 to buy an RPG product is to outsource coming up with ideas to people with more talent and time than me.
Am I alone in thinking this was an unusual comment in a thread which basically is examples of game design?
 

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I think this is a fantastic idea, but it should be pure flavor, no mechanics (or at least, very rarely mechanical). I wouldn't use it if I had to keep track of a bunch of fiddly numbers, but "The orc with a limp attacks you," instead of "Orc #3 attacks you," would definitely make it into my games.

Well, it would be easy to have "The Orc has a Limp. [-5 ft speed]" and just have everything in brackets be mechanical and super optional. This way it should be fine for both types of DMs, as long as it still doesn't take more than 1 line. It would only be annoying if it wrapped down through several lines because then those who do not desire to use the mechanics would feel that it is greatly wasted space.
 

I agree with the people saying it makes more sense to keep things simple, though still give some good flavor. Maybe something more complex and mechanical can fit for the leaders of the group.

Also since Mattachine mentioned the old Hordelings, I figured I'd point out there's a 4e update to them in Dungeon. Not sure how it compares to the original since that was before my time, but I liked what I saw from this version.
 

The trouble is, what happens when your players have fought more than 10-12 of that monster? (Will happen with orcs).

"Oh, it's the Orc with the eye-patch again. And there is the one with the mohawk! Where's the one with the limp? Oh, there he is!"

Perhaps more useful would be an expanded list applicable (1000 entries) to a broad swath of critters. Like one for human-ish humanoids (orcs, goblins, etc), one for animal-ish humanoids (gnolls), one for scaly monsters, one for spiky monsters, and so forth.

But that's something for a DM's book of tables. And really, this sort of thing was done a lot in the old days, you could tweak monsters easily without requiring a spreadsheet to see what sort of effects it would have.
 

The trouble is, what happens when your players have fought more than 10-12 of that monster? (Will happen with orcs).

"Oh, it's the Orc with the eye-patch again. And there is the one with the mohawk! Where's the one with the limp? Oh, there he is!"

I don't know? What do you do if you stand in front of a pizza restaurant, you are really hungry but already had pizza every day for the last 3 days?

a) eat pizza anyway
b) go to the hamburger shop next door
c) go home and make dinner yourself
d) go home and ask your g/f to make you a sandwich

Now, if you thought these answers were so trivial I didn't need to write them down, ask yourself how they can be applied to your initial question.

Bonus: Ask yourself if the problem I stated can be construed as an argument to close the pizza shop you are standing in front of. Then apply this answer to the question in this thread.
 
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It's a nice idea. You can't do it for all monsters, but a general chart might be more boring...

If the MM highlights some monsters as iconic, dedicating a bit more space to them (e.g. dragons, orcs), this is something that I could see for those that you are likely to see in numbers.
 

I really like this idea (but worried with repeated creatures as stated). Humanoids for eg could use any NPC creation doc/ideas, but for creatures like the gelatinous cube you did, fantastic.

I like the optional mechanics part too. In fact, it would be a great replacement for having several stat blocks for each creature and that would actually SAVE space.

eg: Orc has bow (one line with stats, instead of whole orc archer stat block - same with the berserk, etc).

Just as a note I DO all this myself, from my NPC and Encounter charts.

A cool fight in the Red Hand campaign had one of the hobgoblins wearing a silk orange scarf (that he obviously took from his last victim and was parading before his fellows in mocking fashion). I am sorry, but I simply could not come up with this off the top of my head...but a few rolls and each hobgob had a distinctive trait, from bald with ponytail at the back to missing tusk, etc.

For those not wanting one for every creature, but seeking variety in Encounters and NPCs I have attached both docs. (Disclaimer: Many of these charts reference other sources and books. These are more of a collation of others' ideas with additions).

Also included the People & Populations Doc from my Realms creation docs, as there are cultural variations on there too. That is how you may encounter orcs with different weaponry, like glaives and katanas? (You would use this one more to distinguish one tribe from another rather than individuals...but earlier editions had this and I liked it).

(All these and more on our website - in sig below).
 

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Orcs Again

Ok, a few more orcs, all rolled from the charts i referenced above. (7 just b/c I like 7):

1. Religious - wears the holy symbol of Gruumsh (or whoever) but is not a cleric.
2. Feat (has a different or extra feat - normally I would roll a random useful one from my books, but I don't have them with me. But even one different feat could really distinguish 1 orc's fighting style).
3. Independent/Individual - I guess orcs are all this, but this one in particular does things her own way and does not fight co-operatively with others. Try new things like terrain powers.
4. Foreigner - this orc is from a distant tribe. Most likely taken as a slave. Perhaps identified by different skin tones, weaponry, or tribal signifiers like tats, etc. (Whole RP opportunity right there).
5. Struts - I just missed 'limps' on my charts when I hit the 'movement' category. Got this instead ;) An orc strutting...yeah, I can see that. ;)
6. Long-legged - a nice easy one to describe [+1 mvt if you like].
7. Is wet - just had a keg poured over him by others? (Again RP potential).

Of course, that was using all charts possible.You could only do so for 1-2 in a group and skip straight to the 'Appearance' section of the Creating NPCs doc if you just want very quick distinctive physical features. (There is close to a 1,000 combs there alone). But this was fun. What next?
 
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In the 1e dungeon master's guide there were a couple of pages that listed random traits for behavior and appearance. I still use them when I build a town's population.

This king of thing could be used to give more flavorful descriptions to NPCs and Monsters. This idea sounds like something that would be more useful in the DMG where it could help DMs flesh out encounters and their game worlds.
 

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