Roleplaying Tips Weekly E-Zine Issue #281
7 More Monstrous Tips
Contents:
This Week's Tips Summarized
7 More Monstrous Tips
- Use Terrain To Tweak Monsters
- Ask 'What If' To Add Twists And Originality
- Pick Race Last
- Adding Character Levels To Monsters (D&D 3.x)
- Use Historical Monsters For Inspiration
- Shock The Characters
- Use the PCs' Strengths Against Them In Unexpected Wa
Readers' Tips Summarized
- Setting Building Tips
- Dealing With Powerful Characters
- Recurring Villains
- Cleaning Battlemats
- Hand-Crafting Mini-Laden Maps For OpenRPG
- More PBeM Sites
Return to Contents
Wryneck's Wheelhouse: Mobile Home of Doom
"Support the Troops" edition. This HackMaster-compatible
adventure module is easily converted to other FRP systems. A
66-page PDF download, all proceeds go to a reputable
charity. 9 new spells, 9 unique magic items, 4 new monsters,
flavor text, and complete battlesheets and superb artwork by
numerous well known artists make it well worth the $7 price.
By Second Rat Games, with the blessing of Kenzer & Company.
Wryneck's Wheelhouse, on RPGNow
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A Brief Word From Johnn
Warmachine A Fun Game
A co-worker brought in his Warmachine minis to work recently
and gave interested folks a tutorial. I was initially
interested because the game is set in the same world as the
D&D 3.0 Witchfire modules, the Iron Kingdoms, and is now a
full-fledged RPG setting. I took him up on his offer and
also weaseled in on a game.
Warmachine is a tactical minis wargame, and I thought it was
pretty good. It felt to me like a mix of Battletech,
Warhammer Fantasy Battle, and Starfleet Battles. It looks
like a 350 point game (about 4 or 5 minis per side) is
enough for a 45 minute challenge--perfect for lunch games.
This isn't related to RPGs at all, but if you're a fan of
games of any kind, I recommend you give Warmachine a try.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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d20 Klingons
The first in a series of Empire Manuals, this book tells you
everything you need to know to explore the Empire of Steel
(or to become a command grade officer in it). History,
government, religions (you thought they only had one?),
military (Fleet, Army, Marines), intelligence and security
organizations, Imperial paladins, civil and military
nobility, weapons, planetary surveys, ground vehicles,
military decorations and ranks, and starships.
d20 Klingons at RPG Shops
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7 More Monstrous Tips
In July, Roleplaying Tips Weekly ran a contest for monster
related tips of all kinds. Subscribers responded with nearly
100 entries, and many prizes were handed out. Below are a
handful of entries from the contest. May your critters live
long and prosper!
Return to Contents
1. Use Terrain To Tweak Monsters
From: Sparrow
When creating a creature, remember what kind of environment
you're dropping it into. This will not only affect special
abilities, such as energy resistance if it lives in extreme
conditions, but should also affect the creature's skills and
tactics. A forest dwelling creature that lives in the trees
would have a good climb skill bonus, maybe even tumble and
balance. With this, it would probably do well jumping down
from trees and grappling opponents.
Have the creature interact with the place it lives in for an
advantage over its enemies. Another example: if it lives in
a desert, then you might give it a special ability it can
use with sand, either in a defensive or offensive way.
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2. Ask 'What If' To Add Twists And Originality
From: Aki Halme
When designing a monster tale it sometimes looks like the
story is a bit ordinary. Any detail can be given the
question, what if it were not so? For example, the original
story might be about saving the protector of a forest - a
unicorn - from an orcish hunting pack. Add a what-if: what
if it the place were not a forest? A unicorn is well-suited
to a temperate forest setting, but move the whole scene
underground, to mountain tops, or onto a glacier - the key
concept of a magical beast as environmentalist facing
hunters can be retained. And rather than a unicorn, what if
it could be a polar bear or a goat - complete with a magical
arsenal matching that of a unicorn but better suited to a
different environment.
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3. Pick Race Last
From: Aki Halme
Design backwards. A natural way to design an NPC might be to
pick a race first, then skills, levels, and gear, and then
fitting that person to the role. How about doing it from the
end to the beginning? Start from the role a monster has in a
story, then see what kind of skills and powers would suit it
well, and at the end, consider what creature type fits that
niche best.
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4. Adding Character Levels To Monsters (D&D 3.x)
From: Alan Clark
Following are simple tips on adding character levels to
monsters to make fights more challenging while keeping it
within reason and not making too much work for the GM.
- Don't use spellcasting levels unless the monster is
already a spellcaster. For example, adding 9 levels of
sorcerer to a mind flayer does not raise its CR by 9 levels
because it will only have access to the spells of a 9th
level sorcerer, and no party of characters of that level
will be unable to save against its spells, and it doesn't
even gain its normal racial hit dice, instead settling for
the lower d4.
However, adding spellcasting levels to a creature that
already casts spells is fine, since the levels would stack.
For example, adding sorcerer levels to a rakshasa is just
fine since they already cast as 7th level sorcerers. They
don't have to start from the bottom with their spells.
- When adding fighter levels, go for passive feats. Passive
feats are ones that are already calculated into the
monster's stats, such as Weapon Focus and Improved
Initiative. This helps to streamline the combat a bit more,
so you don't have to take the time to use complex combat
options. This point is mostly for mook monsters, such as the
minotaur or ogre fighters that are serving as bodyguards,
not the big-bads who are supposed to do complex maneuvers.
- Be careful with monk and barbarian levels, more so than
any of the other classes, because these class levels can go
a long way. Giving a high wisdom monster a single level of
monk can make it far more challenging then 1 CR higher. The
same goes for a monster that already has a high strength and
constitution with barbarian levels, since the ability to
rage only once per day isn't much of a limitation for a
monster and they are only likely to fight once.
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5. Use Historical Monsters For Inspiration
From: GD
Few creatures of the human imagination - from medieval
bestiaries to the latest D&D supplement - can rival for
strangeness some of the real animals that lived 500 million
years ago, whose fossils can be found in the famous Burgess
Shale formation in Yoho National Park near the town of
Field, in the Province of British Columbia, Canada - a bona
fide United Nations World Heritage Site.
See this page at the National Museum of Natural History for some
artists' representations of Halluciegenia, with its 7 pairs
of stiltlike spines and 7 tentacles. The commentary reads,
"Obviously, the animal shown here in its most recent
reconstruction resembles nothing remotely familiar to any of
us today (did you try to guess which end was which?)."
My favourite is Opabinia, something like a paddle-legged
centipede with 5 eyes and a long flexible proboscis tipped
with grasping spines (the audience of palaeontologists
presented this beastie in 1972 thought it was a practical
joke).
In my campaign, I made them 3 feet instead of 3 inches, gave
them sentience and the ability to mentally communicate with
and direct any being they grasped with that "tentacle-hand"
of theirs, and had them riding Anomalocaris - the 6-foot (in
real life!) killer shrimp with enormous mandible-like
forelimbs and four-sided toothed jaws that was the barracuda
of its day.
Our legends of dragons probably largely originated from
fossils of dinosaurs, but much yet remains in our world's
fossil record that can be mined for Story.
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6. Shock The Characters
From: Anonymous
In the computer-game Blue Shift, a subterranean laboratory
gets invaded by various critters from another planet/
dimension. They range from little dog-like creatures to
large, flying ones. Most of them emitted an electrical ray
of varying capacity and damage amount. After shooting at
you, they had to take some time to recharge before being
able to fire another time.
Many fantasy roleplaying systems have some sort of
'electrical' beam (as opposed to, for instance, fire-
breath). We all know of fire breathing critters but they
rarely use natural (magic) electrical weapons. A nice change
IMHO.
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7. Use the PCs' Strengths Against Them In Unexpected Ways
From: Loz Newman
The main point of my tip is to take an opponent's strengths
and use them against him in unexpected ways. Consider the
PCs as springboards rather than obstacles. Just don't overdo
it...too often. :) Monsters are supposed to be beaten,
eventually. But nobody said it has to be easy the first time
round!
Guidelines for doing this:
- Important Questions
* How can I attack the PCs' weak spots?
* How can I make it so that the PCs' uber-combat abilities
are irrelevant?
* How can I make it so that the PCs ubercombat abilities
are disadvantages?
- Remember, as the DM you have an immense power to create,
modify, or adapt any monster. Develop a creature's powers
that are logical for its role (i.e. roaming predators often
have highly-developed senses or special sensing powers).
- Take an opponent's strengths and use them against him in
unexpected ways.
- Consider the PCs' capacities, strengths, and magic as
potential springboards, rather than obstacles. Try making
them into adversary advantages for the next monster they
encounter.
- Develop a background for the monster (necessary to
develop your defences against any "That's unfair!"
arguments, and to fully develop a monster's logical
secondary capacities and limitations. Tie this background
thoroughly into your campaign world (monster's creator,
ecology, terrain, reputation). Better yet, let the details
needed to make this monster inspire the creation of new
historical events, locations, NPCs, and thus inspire future
possible scenarios.
- Look for minor tweaks and links to other details that
could allow you to upgrade the monster's effectiveness (i.e.
their creator having a magical "sense" of the monster's
location and health, and the ability to remotely command
them to scurry to specific locations).
- Deprive players of that vital opportunity/information
needed to customize their actions for maximum effectiveness
(i.e. design a custom monster rather than use one as-is from
a book).
- Don't be afraid to upgrade a monster's capacities in mid-
encounter _if_ this doesn't contradict previously observed
capacities or behaviours. Do this to make a boring encounter
challenging or to provide a fun surprise or twist, not to
penalize the PCs for good strategy.
- Monsters are supposed to be beaten, eventually, but
nobody said it has to be easy the first time round. Just
don't overdo it. Make it a challenge, not a DM-imposed
disaster. :)
Here's an example creature crafted using the guidelines
above:
The Arcanovore Cloud
A powerful mage (let's call him "The Creator") didn't want
any other mages or niggling paladins to set foot on his
territory. He created a cloud of carnivorous, piranha-like
mites. Individually, the creatures are so small that
perception rolls receive large penalties (especially at
night). In groups (collective noun: clouds) the mites look
like drifting, dark-grey smoke.
The clouds were set loose to roam the Creator's territory.
They easily get under plate-armour to start chowing down on
some prime Adventurer flesh. Non-area effect blows just
slice through the cloud with almost no effect. Area effect
spells (the next logical step) will reveal the cloud's
secret: it feeds on magic to increase in mite number and
size. Vaporize it up with a fireball? You've just increased
the cloud's size by (damage inflicted)%!
Damage done above the beastie magic-eating capacity (to be
carefully set by the DM beforehand) is going to damage the
cloud (the individual mites can't even take 1 Hit Point
without dying).
If clouds benefit from absorbing magic, then it would make
sense they would seek out magic sources and feed, such as on
a group of magic-armour-clad, Two-Handed God Slayer-wielding
adventurers who happen to wander by. :)
Clouds can also increase the difficulty of adventures by
targeting the PCs' mounts, equipment, magic objects,
henchmen, and so on.
Some possible PC solutions:
- Dump several magical items in a heap and run away hoping
the cloud will stick around to devour the magic items and
become sated.
- Lure the cloud to some magical source (e.g. a long-
duration spell) and run like crazy or bombard the source
with area-effect spells.
- Blast everything in sight with area effect spells so
powerful that they'll overwhelm the cloud's absorption
capacities. This will draw the attention of all clouds
within miles. Ditto for any being capable of sensing magic
(such as the PCs' main enemy?). Certainly, the Creator would
sit up and take notice.
- Use non-magical area effect attacks (flapping cloaks,
fire brands, stink bombs). Area effect alchemical products
can be a true life-saver in this case. You know, that "non-
magical" part of a PC's inventory that players tend to
neglect so much....
- A well-informed group could try to simulate the Creator's
Magical Aura (which the Clouds won't attack).
- A fully-charged-up arcanovore cloud chasing a PC group
can be "lured" into another cloud, which will promptly try
to eat the "charged up" cloud. In the confusion, a fast-
moving group of PCs without too much magic on them could
slip away.
- Run to the Creator's lair real fast and beg for his
protection....
Making encounters tougher:
- The Creator could have a minor mental link to his
creations. He'll feel any exceptional activity, and possibly
be able to direct other clouds towards the PCs. He might
even be able to push one or more clouds across those pre-set
territorial limits previously mentioned, or possibly profit
from a percentage of the energies the clouds absorb. As the
PCs get weaker in the magic department he'll be getting
stronger.... He'll certainly be warned of the PCs' approach,
movements, magic level, and possibly classes/skills.
- Monstrously tough: Any magic absorbed by a cloud could
boost its absorption capacity up to, say, 500% of their base
capacity. Alternatively, the arcanovore could simply be
heavily magic resistant or even immune to offensive magic.
- These beasties had to be created somewhere. Perhaps the
Creator has an arcanovore hive-queen (perhaps in a cave at
the bottom of his lair) that can hatch eggs on a few
minutes' notice. If the eggs can be pre-laid and then stored
away for years in dark, dry store-caves, then potentially
the Creator could have nearly unlimited supplies of
arcanovores. Wow, with enough prep-time this guy could
literally threaten the entire world. (Notice, suddenly,
that exploring a single monsters' concept and background is
inspiring thoughts on lair layout, scenario ideas, and plot
hooks, rather than it just being a pretty-coloured heap of
hits points and attack scores for the PCs to slice 'n'
dice.)
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NEW D&D: Magic of Incarnum
This official supplement introduces a magical substance
called incarnum into the D&D game. Characters can meld
incarnumÑthe power of souls living, dead, and unbornÑinto
magical items and even their own bodies, granting them
special attacks, defenses, and other abilities (much as
magic items and spells do). Incarnum can be shaped and
reshaped into new forms, giving characters tremendous
versatility in the dungeon and on any battlefield.
This book also features new classes, prestige classes,
feats, and other options for characters wishing to explore
the secrets of incarnum, as well as rules and advice for
including incarnum in a D&D campaign.
NEW D&D: Magic of Incarnum at RPG Shop
Readers' Tips Of The Week:
1. Setting Building Tips
From: Dwayne al' Trawick
I love to build settings and have recently been building
another one, honing my skills. Here are a few of the things
I've learned:
- Write every idea down. Don't worry about prettiness, just
get it down on a paper you should always keep handy. Avoid
using loose sheets too, as you're more prone to throw them
out or lose them than sheets in a notebook.
- Stay organized. I put my latest setting all on my
computer. I have one doc for my cultures, one for locations,
one for items, one for people, one for adventure ideas, and
one for miscellaneous things. Every time I worked on the
setting I put all my notes in documents that are easily
separated and cross-referenced.
- Remember credibility. I'm a credibility freak. If
something doesn't make sense, it destroys your players'
willingness to believe. I've seen it a hundred times. Be
your own devil's advocate and try to put yourself in your
players' shoes. If it's doubtful they'd buy it, rework it.
- Be trite carefully. I have a lot of friends who are huge
fans of the Final Fantasy and Xeno what's-it games (I refuse
to call them role-playing games). If I were an equally big
fan, I might include airships in my fantasy campaigns, giant
robots in my sci-fi campaigns, and whatnot. Borrowing ideas
from favorite video-games is okay (until you try to sell it)
but be careful to not take it too far.
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2. Dealing With Powerful Characters
From: Eric D.
My tip is dealing with powerful characters and powergamers
and comes from one of my recent games with a fairly
experienced group of players with mixed play styles.
A more powerful enemy is not necessarily the best way to
challenge them. Try something they would not expect or are
not used to. Two of my players are roll-players
(powergamers) and tend to make characters that can blast
through any opposition I put in front of them. I decided
after losing a few baddies I wanted to be re-occurring
villains that I would throw them a curveball.
Before I start describing what happened you should know the
PCs have attracted the attention of the local thieves' guild
by stopping "projects" they were working on in the past. The
reprisal encounter happened in a large city, on a busy
street. The PCs were going through a street market looking
for things they could sell for profit somewhere else when
the thieves struck. Rather than attacking outright, the
first attacker drew a stiletto dagger and stabbed the party
cleric in the back as he walked by. The group immediately
drew weapons and tried to find the attacker. As they looked
around, the second attacker struck, again while walking by.
There were too many people in the immediate area for the PCs
to know for sure who attacked them. After a few more such
attacks, the PCs fled to a more open area to fight the
attackers, who did not give chase.
I presented my group with a combat challenge without
resorting to powerful monsters and such (the attackers were
all 2nd level rouges and the PCs are 5th-7th level).
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3. Recurring Villains
From: Fanagann, Poland
Have you prepared your final battle well, spent weeks
planning the climactic final battle with your villain? And
what if the PCs end up beating your Boss after just a few
rounds? You say, "Congratulations! You earn 10.032exp!" but
you're thinking "Damn, all that planning for nothing..." :)
This tip can help you, if you want to consider bringing the
villain back.
Imagine this: your great villain dies. Is it true? You can
do things like making him return after few days, or just
arise now with new powers. Perhaps he permanently dies, but
in his last words, he calls his master/his best minion/his
golem/the chaos power. Then players have another person to
slay :) And remembering that the PCs defeated your villain
without a scratch, this one can be a lot heavier!
Here are a few other possibilities:
- He summons his minion when he is very weak. This gives him
time to heal, and he can do it again after a while, until
players realize that defeating those golems or whatever you
throw at them gives them nothing.
- He calls in help during battle.
- He morphs into a greater form.
- He combines his powers with those of his powerful minion.
It probably will make him a lot more powerful than he and
his minion together, and it can make him look as a beast,
with twisted body or something like that.
- He doesn't do anything. After his death, his master, god,
or whatever, comes to avenge him. It is possible that
players can't defeat this new foe and have to do something
to make him weaker.
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4. Cleaning Battlemats
From: Garry Stahl
Two words, Denatured Alcohol. It will remove sharpie and
like markers. Being a modeling type person, I keep it handy.
[Johnn: A quick disclaimer to try any and all methods for
cleaning your mats carefully. What works for one gamer might
not work for you due to different ink, mat material, and so
on. Test on a small corner section first and wait for awhile
to see what happens.]
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5. Hand-Crafting Mini-Laden Maps For OpenRPG
From: GeneT
This tip will likely work on any online program that has a
map function. I use OpenRPG and the map, despite upgrades,
seems to have difficulty with a lot of minis. One can build a
great map using the numerous minis out there, but such a map
is large, cumbersome, and prone to crashing the program.
Earlier versions were more prone to this and maybe it is
just my system, but here is a fix.
- Download the minis' graphics to your computer. I download
the tiles for the structures and things like tree, turrets,
and so on.
- Create a map in a paint program of a defined size as a
default and save it as such. This will save time later when
making more maps of the same size. I use 300x500 pixels and
Photoshop. Other programs will also work, but Photoshop for
me is quick.
- Most minis have a transparent background, so you can
build your map by adding them in as layers. If they don't
have transparent backgrounds, you can use Photoshop create
Transparent Image. Select the background with a tool like the
Magic Wand and select the choice of "I've selected the Parts
I want Transparent."
- In Photoshop, I can use one mini for all parts, like
walls, periodically copy and merge the base unit layer to
create longer units, and use the transform function to
rotate, resize, and so on. You don't need to work in layers,
but at times it helps when moving particular pieces or
deleting something without going back a few steps or losing
the whole map.
- When you're done, create a background layer and put it on
the bottom. I usually also adjust its opacity down so player
minis are more visible.
- I flatten the map in Photoshop and do a "Save for Web",
which can create a great map that is much, much smaller in
KBs than any other way.
This method works great for me, loads usually in 10 seconds,
and has never caused a program problem. Here are a few of
the maps I created for my D20 Modern game called Unit93:
The last map is by far the most detailed and is only 132kb,
but all maps were very small, loaded fast, looked good on
OpenRPG, and caused no program faults.
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6. More PBeM Sites
- Barrok's Tower
From: The BT People
Barrok's Tower (www.barroks-tower.net) is a fairly
laid back place to play, and strives to be more family
oriented than a lot of sites. We try to keep the adult
content to a minimum. All the staff like to think we've made
a place where just about everyone can be comfortable.
Our forums are open for lurkers to come in and have a peek
at the things happening. On our boards there are several
different systems, including BESM, Call of Cthulhu, D&D, d20
Modern, and The Window, as well as many others. We write a
lot of resources, as well, and have been working on netbooks
that include the great work of our members that will be free
for download on site.
The Administrators and Mods are very knowledgeable people
and ready to help everyone - from first timers to
experienced players. We just want everyone to have a great
time!
- Refugee RPGs
From: treece, aka velveeta the cheese queen
We have a posting gamesite at:
www.boreders.com/phpBore
We are always interested in new, serious players. Thank you
for allowing me the opportunity to let other gamers know
about our little home, and we hope someone drops by and
checks us out.
- Ramath-lehi
From: Jodie
Hey Johnn,
This is sort of a belated response to your e-mail concerning
online forum gaming. My friends and I have been running an
online forum game for about three years now called Ramath-
lehi. It's fantasy and futuristic based, and well, it's been
rather fun. The site is currently undergoing a layout
change, but that should be finished up within the next week
or so, if all goes well. Horrible college schedules that
we've got. :P We accept new and veteran players. Anywho, the
URL is www.ramath-lehi.com
I love your mailing list. :)
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