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Whatâ??s in a Monster?
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<blockquote data-quote="howandwhy99" data-source="post: 6047296" data-attributes="member: 3192"><p>1. I'm really liking the how Level = Challenge Level & XP = an even finer tuned CL for Monsters. Not to mention how XP does double duty trainig purposes when these foes are beaten.</p><p></p><p>2. What about including some CL additions and subtractions based upon: <ul> <li data-xf-list-type="ul">Equipment like Magic Items usable by the creature</li> <li data-xf-list-type="ul">Environmental benefits and hindrances like cold creatures in the artic or the same in a desert</li> <li data-xf-list-type="ul">Culture and Behavior (predominant taught strategies & tactics) for combat & non-combat engagements</li> </ul><p>3. Weapon & Magic Attack Training modifiers should be weapon independent then later with examples as you have. If the factors involved are printed, as has been done for Armor Class, DMs can easily recalculate on the fly a new total attack modifier. Because, you know, creatures might change weapons in the heat of battle.</p><p></p><p>4. Also, basic creature training in combat and magic ability, if not whole class training, should be listed for the group. All the calculations don't need to be included in statblocks so they can stay simplified, but a Monster Manual should mention what training common adult creatures have. I would think PCs fightitrained Bugbear warriors with a +2 weapon modiifer due to training because their whole culture focuses on war. (1st level FTRs having +2 and both of their training would be Elite).</p><p></p><p>5. I've posted before about having individual Combat Statblocks and then whole Monster Manual statblocks that make up the baseline for the creature. That way, for example, you can have different ability scores for different creatures in shortened form in an adventure, but the shared monster stats in an open Monster Manual. </p><p></p><p>6. What do you think about a group statblock for rolling random monster factions (old Encounter Generation)? Something like rolling random treasure? These might include Frequency, Climate, Terrain / Environment. No. Appearing standard grouping behavior. The size of lairs and territory patrolled or hunted. % in Lair. Tribal make up and distribution of patrol groups. Lair Treasure Type. Standard group ALN. Standard Leadership design / government. And so on. As is, "Environment" seems a bit odd for an individual creature's statblock.</p><p></p><p>7. I'm glad a lot of good stuff was mentioned. For instance, combat styles (ambushing at dusk or dawn from range followed by hidden attacking, melee by individual only), items crafted (like favored weapons and armor), lair types (underground), resource gathering methods (raiding for treasure, slaves, alcohol), resources required/desired (any creature = food / prefer shiny objects and weapons), physiology (ht, wt, etc.), communal behavior (competitive and likely without shared aid), alignment behavior (do not seek alliances, use or destroy all others, % enslave), leadership (by strongest), </p><p></p><p>Final critiques: <ul> <li data-xf-list-type="ul">Bugbear noses and superior scenting ability were mentioned, but no abilities were listed.</li> <li data-xf-list-type="ul">Basic equipment (treasure type) wasn't included, but this might be because Bugbears tend to take their supplies from other races instead of crafting their own. Still, some armor fitting might be appropriate and weapon upkeep. </li> <li data-xf-list-type="ul">Cultural make up by NPC monster classes was absent, like witchdoctors, chieftains, iron smiths, fire maker/tender, poison collector, etc. Maneuvers by Culture. Spells by Monster Tradition. Also Procreation growth rates, environment / terrain knowledge and use, deities worshiped, and stuff like that.</li> </ul></blockquote><p></p>
[QUOTE="howandwhy99, post: 6047296, member: 3192"] 1. I'm really liking the how Level = Challenge Level & XP = an even finer tuned CL for Monsters. Not to mention how XP does double duty trainig purposes when these foes are beaten. 2. What about including some CL additions and subtractions based upon:[LIST][*]Equipment like Magic Items usable by the creature [*]Environmental benefits and hindrances like cold creatures in the artic or the same in a desert [*]Culture and Behavior (predominant taught strategies & tactics) for combat & non-combat engagements[/LIST] 3. Weapon & Magic Attack Training modifiers should be weapon independent then later with examples as you have. If the factors involved are printed, as has been done for Armor Class, DMs can easily recalculate on the fly a new total attack modifier. Because, you know, creatures might change weapons in the heat of battle. 4. Also, basic creature training in combat and magic ability, if not whole class training, should be listed for the group. All the calculations don't need to be included in statblocks so they can stay simplified, but a Monster Manual should mention what training common adult creatures have. I would think PCs fightitrained Bugbear warriors with a +2 weapon modiifer due to training because their whole culture focuses on war. (1st level FTRs having +2 and both of their training would be Elite). 5. I've posted before about having individual Combat Statblocks and then whole Monster Manual statblocks that make up the baseline for the creature. That way, for example, you can have different ability scores for different creatures in shortened form in an adventure, but the shared monster stats in an open Monster Manual. 6. What do you think about a group statblock for rolling random monster factions (old Encounter Generation)? Something like rolling random treasure? These might include Frequency, Climate, Terrain / Environment. No. Appearing standard grouping behavior. The size of lairs and territory patrolled or hunted. % in Lair. Tribal make up and distribution of patrol groups. Lair Treasure Type. Standard group ALN. Standard Leadership design / government. And so on. As is, "Environment" seems a bit odd for an individual creature's statblock. 7. I'm glad a lot of good stuff was mentioned. For instance, combat styles (ambushing at dusk or dawn from range followed by hidden attacking, melee by individual only), items crafted (like favored weapons and armor), lair types (underground), resource gathering methods (raiding for treasure, slaves, alcohol), resources required/desired (any creature = food / prefer shiny objects and weapons), physiology (ht, wt, etc.), communal behavior (competitive and likely without shared aid), alignment behavior (do not seek alliances, use or destroy all others, % enslave), leadership (by strongest), Final critiques:[LIST][*]Bugbear noses and superior scenting ability were mentioned, but no abilities were listed. [*]Basic equipment (treasure type) wasn't included, but this might be because Bugbears tend to take their supplies from other races instead of crafting their own. Still, some armor fitting might be appropriate and weapon upkeep. [*]Cultural make up by NPC monster classes was absent, like witchdoctors, chieftains, iron smiths, fire maker/tender, poison collector, etc. Maneuvers by Culture. Spells by Monster Tradition. Also Procreation growth rates, environment / terrain knowledge and use, deities worshiped, and stuff like that.[/LIST] [/QUOTE]
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