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Old 07-09-2010, 02:08 AM   #1
Nymdok
 
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Join Date: Dec 2006
Location: Houston
Default [GM]Monster Attack/Defense Notation

Ive been spending alot of time working on a way to make monster skill notations more flexible to fit with the balance Ive been working and Id like some feedback.

The Goal is to make monster notation that can be quickly rebalanced for parties of differenet strengths such as in a printed, pre-packaged adventure.


Offense:

Normally monster attacks are noted as

Attack(Skill LVL):DmgDice + Adds WoundingType

Example:

Shortsword(14):1d+2 Cut

Im going to begin noting it like this in the adventure Im working on.

Attack(_____):[_____] WoundingType - Hit%, A Dmg add B for C HP vs D Avg HP

Hit% is the value read off the chart suitable for the Party's average AD.

A Dmg is the Expectation Dmg AFTER DR.

add B is the increase in damage for every C HP GREATER than D.

The Blank Spaces on the line (_____) is where Ill write in my balanced numbers after Ive figured them out. (Assuming this is printed out)

So lets do an Example. Lets say we want a clumsy foe that does poor damage.

Example:
Shortsword(_____):[_____] Cut - 30% 2 dmg add 1 per 3 HP over 13avg HP.

Lets say that our Party has these averages,
AD:13, DR 5, and HP 17

(Using the Balance One Sheet) We need a skill of 17 (DA to 15) to hit AD 13 30% of the time.

To get 2 dmg vs 5DR we need 7 DMG which is simply 2D.

Since the monster was set for a Party with Avg HP of 13, and our party has 17 we add +1 dmg for 2D+1.

So at a Glance we can See

Shortsword(17 DA 15):[2D+1]Cut- 30% 2 dmg add 1 per 3 HP over 13 avg HP.

For a different Party? Say AD 9, DR 2, and HP 10?

AD 9 => Attack 10 for 30%
2 Dmg after DR 1=> 1D
-1 Dmg to Drop from avg HP 13 to avg HP 10

Shortsword(9):[1d-1]Cut - 30% 2 dmg add 1 per 3 HP over 13 avg HP.

EASY!

Defense:

Now for Defense We normally notate Active defenses individually or as a delimited set of Values and Have specific DR. Id like to change that to:

Defense {_____}, DR{_____} - Hit% with X Dmg after Wounding.

So lets say that we want a monster that will get hit regularly, but as a thick hide or scales that will absorb damage.

Example
Defense{_____},DR{_____} - Hit 70% with 4 Dmg after Wounding

So for a party with averages of 17 attack and 3D damage with 1.25 average wounding we get

17 attack hits 70% of the time vs AD 8.
4 dm after 1.25 average wounding is 3.2 (or just 3) through DR.
Or party has average expectation of 10.5 so our monster needs DR 7.

Defense{8}, DR{7} - Hit 70% with 4 Dmg after Wounding

For a more humble party

Attack 13, DMG 1d+1, Wounding 1.5

We need

Defense{5}, DR{1} - Hit 70% with 4 Dmg after Wounding

EASY!

Nymdok
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adventure, balance, game balance, gm tips, monsters, stats


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