Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Friday, September 10, 2010

Advanced Monsters

Following up on the last post, I wanted to talk about using low level creatures at high level. Low level creatures can be used at high level effectively; once players are past level 3 you can still throw orcs at them, it just takes a bit of thought.

In specific with orcs, I used them in my last game at the midgame point (9-12) and the players seemed to enjoy them a great deal. The simplest way to improve monsters is to give them class levels, but if that is all you do; the impact to the players will be minimal. Presenting a story or mystique to these "new" monsters can greatly improve the splash they make.

In my game I needed a repeatable monster for where they were in the world and decided to populate the area with a superior, previously unknown, breed of orcs. To make the different from standard orcs, I gave their skin a reddish hue and mechanically gave them a dex bonus. Aside from that they were the exact same as any other orc.

To make them more interesting, I decided they would have three main classes: archers, shapeshifters, and barbarians. I assigned them each different classes and number of levels to make the difficulty ramping up. Finally I gave the different classes names that implied what they did without being 100% clear. The archers were the Far Killers, shapeshifters were Skin Walkers, and the barbarians were Blood Drinkers.

I introduced them over time, with each class of orc mentioning or introducing the subsequent class, culminating in the Blood Drinkers. Before they even encountered the Far Killers, I introduced them from the perspective of a besieged tower that was being assaulted every night by a mysterious force that could kill at exceptional ranges and they could do little to stop them. By the time they actually encountered the orcs they had been built up and their first combat was all the more memorable because the PCs approached it cautiously instead of the typical reckless charge.

With a little creativity and thought put into basic monsters, you can use them at nearly every level to great affect. Beyond increasing bonuses and assigning levels, it is crucial to build up an air of mystery about them rather than just have them be a random encounter that is soon forgotten.

Wednesday, September 8, 2010

Monsters in Transition - Orcs

This time around we're going to step up on the monster ladder, but not too far, and take a look at Orcs. The slightly less common, slightly larger goblin of the D&D world.

Orcs are the next step up in the goblinoid ladder. Bigger and stronger than goblins, they typically lead goblins in battle. They also abuse the hell out of them. Usually the first few encounters in a standard D&D game start off with goblins and the go to orcs soon after.

Orcs tend to be stronger and more brutish than the other humanoid races. Early on they are a significant threat to the players, since there standard damage is 2d4+4 which is enough to severely wound or kill many 1st level characters. They are the stock fodder of D&D adventures.

Between Pathfinder and D&D little has changed. Their stats are still the same, their saves are slightly better in Pathfinder (with a -1 to Will instead of a -2). Their main weakness is a lack of intelligence and Light Sensitivity. In daylight and bright light they are dazzled. This sets up an interesting problem for PCs. These already dangerous foes are more likely to ambush at night when the party is asleep and unarmored, and they can make use of their darkvision, making them that much more lethal.

A significant and odd change happened in Pathfinder though, that bears mentioning. Orcs have a trait called Ferocity that lets them take action when they are in the negatives for hit-points. They can only take one action a round and they still lose 1 hitpoint a round, but in Pathfinder you die when you reach negative con score, not negative 10. Bundled with the larger hit die this gives them nearly triple the hitpoints of a D&D orc. They lose those last hitpoints quickly, but it gives them at least a round or two to drop PCs.

That is the significant change. The odd change is that their challenge rating went down to 1/3 instead of 1/2. While characters are slightly more powerful in Pathfinder than D&D, that power doesn't become evident right away, so the increase in killing power and duration paired with a lower CR makes for a dangerous balancing act on the GM's part.

Friday, June 18, 2010

Monsters in Transition - Goblins

Ah the Goblin. Fodder you encounter from levels 1 to 2 and then never again, except as a means to slow down your inevitable slaughter of the main villain. Over the course of editions it looks like the cast off  monster, the bottom of the Goblinoid family has been struggling to become noteworthy.

The CR of the goblin has always been laughable. CR 1/4 in 3.0 seeing only a slight improvement in 3.5 and Pathfinder to a grand whopping 1/3. In D&D, goblins remained fairly unchanged, their AC has remained constant and in 3.5 they received an extra hit point due to their Con score going up. Offensively, they received both an upgrade and downgrade from 3.0 to 3.5. Initially they started out with a +1 to hit and did 1d8-1 damage. 3.5 came along and now they rock a +2 to hit and do 1d6 damage. So on average they'll hit more often and do the same damage, but they lost the ability to "explode" with 7 damage. Their skills remained fairly constant between editions only going up or down a point. Most notably they had a Hide and Move Silent at either 5 or 6.

Pathfinder has made some significant changes though. Now, they have 1d10+1 hitpoints. This means that you are less likely to kill them in one hit. Their armor class also went up to 16, making them a touch harder to hit. They also do much less damage now at 1d4. Because of Pathfinder's redesign of the skills, there is no longer a Hide or Move Silent, they combined them into Stealth. And Goblins are amazing at it. +10 to their Stealth. That may not sound like a lot, but if they roll average, you'll need to roll above average to see them; meaning a group of goblins will likely get a surprise round on you.

They won't pose a serious threat to players after level 2 (even in Pathfinder) but because they're lightly armored and really fast (for a small creature their land speed has always been 30 ft) they can prove a nuisance to players throughout all the early levels. Goblins may not be a combat threat, but now you can have goblins steal from the party and disappear into the night (they also have darkvision) depriving your party of supplies or rest.

I think that the CR for a Goblin is spot on in 3.5, and perhaps a little low (at most they should be 1/2) in Pathfinder, since they have gained a bit more survivability, so they can go two or three rounds before dropping or fleeing. There damage is low, but if 3 of the gang up on one person they could be in for an awful surprise.

Wednesday, June 16, 2010

Monsters in Transition - Overview

I'm going to be going over varying monsters and how they've transitioned from D&D 3.5 (and possibly 3.0 if I can dig up the appropriate reference materials) to Pathfinder. I've felt that some monsters have an incorrect CR associated with them and I think that going over how they've changed from differing editions has impacted how they play in the game. I expect some monsters will have gone up, some will have gone down, and most will have been tweaked to remain internally consistent within their own systems.

This won't be a regular series, since the research and comparison may take a lengthy amount of time. However, I should be able to get the first one out on Friday; going over the basic fodder: Goblins.