So I was talking about stats some more with a friend. We were working things out, doing some math. Keeping it casual.
Then they left and I went overboard.
I'm working how to determine a creatures HD based on Number Encountered and Difficulty.
Here's what I started with.
Top one is the Hit Dice, and the bottom one determines how many are in a "group". These numbers did not make it to the first draft because they were all over the place. But they were a starting spot.
I tested the numbers by using a 5 Player Party at level 1 and at level 20. If the number matched the desired effect at both extremes of the spectrum, I am going to assume that the middle will work out just fine.
REGARDLESS
With some tweaking, I landed on these as the first draft.
Big difference, but in the end these are the results when tested under the same idea.
It does what I want it to do. With a little tweaking it might be even better, but the idea is to ignore the numbers as much as possible by using these designations (easy, medium hard, solo, duo, group) and make the encounters more about what the monsters do and how they fight. The purpose of this is to make it so that I can create monster types and they can level up with the party and adjust to different party sizes.
I just want to be able to run an adventure without any fucking prep. So to get to that point I'm writing a lot of stuff before hand. A lot of pre-prep.
Hi from the future! :)
ReplyDeleteI think you solidified the perfect way to codify monsters...
I dislike strictly codified monsters; Orcs have X HD, Kobolds are small creatures... etc.
Using your stat block generalization, and a handful of interesting gimmicks, you can whip together any critter without having to refer to anything. I dig it!
Thank you for making this!
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