kiladecus
Contributer
"Julius, Seize her!"
Posts: 35
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Post by kiladecus on Jul 9, 2012 12:38:55 GMT -5
Hey everyone, I was working on a "Master List" of Monsters that I found in the v3.1 and the Quests that are all here on the Download section. I followed the guidelines in the DYOQ section that I stumbled upon here, and I noticed that some of the XP for the Monsters is a little off. (The Doom Dragon is listed as 45 XP, but according to the formula, it only costs 43Xp. Also the Bone Skeleton in the core rulebook says it is 13Xp, but calculates out to 9Xp). Anyway, I was working on this and here is a little preview. The column that says "CHART" is binary for a LIF CHART for the Monster (0=No LIF Chart; 1=it HAS a LIF Chart). There are two "POWER" columns. The first is the name of the "Power," and the second is the point cost for it (and it is set up as either -1, 0, or +1). The bold/italicized (and yellow for XP) is the numbers that seem to be wrong (unless I am doing something wrong). Also, there was a little discrepency between the stats on the Wood Ghoblin and the regular Ghoblin in the Troll Lair Quest... BOTH are pointed up as 9Xp, but the one that *seems* to be the "correct" one is the one in the Quest. It has RES 3, and according to the formula, this is correct. The one in the Appendix in the Core Rulebook shows a RES of 4, and is still showing 9Xp (but it should in actuality, be 10, in this case). Ok. I might have missed something... If you would like, and people would like to post their creatures HERE that they have created, I can add them to this "Unofficial" Monster Lexicon. Let me know what you think (I also took the liberty of adding the Kobolds to the list since they look so cool). Attachments:
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kiladecus
Contributer
"Julius, Seize her!"
Posts: 35
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Post by kiladecus on Jul 9, 2012 12:49:05 GMT -5
I forgot to mention that the monsters that have an asterisk (*) by them are the ones from the site here. The ones without (the bat, Minotaur and Kobold) are ones I just pointed up. I guess think of the ones with the "*" as "Official." Also, I am not sure if this has been discussed (or even considered), but how do you determine the Level of a Quest? I was thinking of this chart. You can insert the figures whose XP is equal or less than the average Level of the Heroes. For example: You want to play a Level 3 Quest. You can use ANY Monster that has an XP of 20 or less. If you want to use some lower level Monsters, then you can add MORE to the room. If a Level 2 Monster is being used in a Level 3 Quest, then instead of 1D6 Monsters, you would roll 2D6! These are just my SUGGESTIONS. I am not expecting these to become "Law," I think they could be a good guideline, and I will be using these in MY Quests. (They seem to be pretty accurate based on the Doom Dragon being Level 10, and the rest being Level 1 Monsters). Ok, I hope this helps. Attachments:
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Post by lordzeke on Jul 9, 2012 20:10:06 GMT -5
Interesting you made a chart to create monster levels, I was having some thoughts on this as well. I think the method is similar to what I came up with, something simple like divide the monsters XP by 5 and round down. To this end you could easily create a dungeon by selecting a range of monsters +/-1 level of the heroes. (Easy is -1, Normal is 0, Hard is +1 or some other varriation on this... this idea is important below)
I was also thinking about the leveling mechanic based on room difficulty? This might be able to normalize xp because it would be based on the difficulty compared to the heroes level. I was thinking of something similar to the D&D adventure board game method, but without the randomness of having to roll a 20 to level up.
If this was done with cards (or tables).... Say you draw a "room" card, The card would specify the room type, quantity of doors and the encounter type (are there monsters, and qty of chests).
Then draw a "monster" card, This would specify qty and difficulty of monsters (in genral terms easy, normal, hard, there could be further break down of this such as easy monster 1, easy monster 2 etc, obviously if a quest called out for only on easy monster you would just use the easy monster), Once all the monsters tied to a room a defeated the heroes get the xp listed on the card for the room (could be varriable based on actual monsters found via die rolls if monster quantities are varriable).
Then draw a treasure card for each chest as the chests are opened. (traps could be on the treasure cards or as a seperate deck)
Note all quantities could still be random if desired
Hopefully this isnt to crazy... i was trying to figure out a way to make it every time you get to say "10 xp" you level.
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kiladecus
Contributer
"Julius, Seize her!"
Posts: 35
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Post by kiladecus on Jul 10, 2012 5:44:38 GMT -5
Well, in some cases you could use something like this: Easy - [Monster] with an axe Normal - [Monster] with a bow Hard - [Monster] casting a spell In this case, the "Normal" monster would have a ranged attack. The "Hard" version would have MAG 3, and a spell or two... and the +Xp to compensate for the MAG ability. The reason I came up with the chart was it is pretty balanced, and you really can't take the Monster's Xp and divide it by a certain number, because then Level 1 Monsters would only be 5xp (or some LOW number). Also, the LOWEST Xp I have been able to find would be 5Xp, and that would mean that anythign worth killing would be level 3 or higher. Like I said, I am just offering suggestions. I am glad that so far (at least not that I am aware of), I haven't upset anyone, by offering these suggestions.
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erf_beto
Artist
Artwork Wizard
Posts: 369
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Post by erf_beto on Jul 10, 2012 7:48:56 GMT -5
Please don't worry, I've been here for a couple of years, and I've never seen anyone get upset about people suggesting of new rules or requesting information. On the contrary, DP is encouraged to be a "make it your own" game. The base game will follow a basic, structure (usually KISS) and set an specific tone (like with Legend of Zelda or rpgs like Final Fantasy, Dragon Quest, etc) but you're welcome to view and play it differently. In the end, it's a question of how much work you want to do and how much you gain in doing so. I'm loving your insights, and I have to say I have similar thoughts on some points. Too bad I've got so little time on my hands right now to help with the discussion. (I took a small break to translate Chunky Fighters which turned out to be a big break and now I've got a bit of accumulated work ) Anyway, regarding monsters, I admit I've never really given it much thought about assigning XP. Mostly because *I* rarely use XP (all my heroes level up together, in town, after completing a quest - much simpler, if you ask me - and mostly because I like "starting over"). If I recall correctly, the DIY manual was written quite some time ago, and maybe its guidelines are a little outdated, I'm not sure. To me, monster creation always felt more like art than math. I think Shaun and the others could offer better insight. You might want to check an older topic in the forum where shaun posted a new table of stats for his greenskin. Don't know if that's finalized. (I only remember that the numbers were a bit high for my tastes) I particularly like your second chart. I feel that establishing something like that is one of the next steps in the development of v4. One thing I'd probably do is to give a target number that is divisible by 5, or 10... much easier to compute (and to note on chits to hand out) during a game. I'm also fond of lordzeke's idea of normalized xp to level up. I recall Final Fantasy Tactics does something like that (level up every 100 xp). That could work if you assign something like low XP for easy, high XP for hard monsters, with a bonus/penalty depending on the difference of levels between the heroes and the monsters. Evidently, more thought should go into that. Again, sorry for not chiming in on the discussion so much. But be sure, people are following
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