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Old 02-28-2018, 02:51 PM   #1
martinl
 
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Default Re: Erupting Slime

Quote:
Originally Posted by zuljita View Post
I'd actually like to hear you expand on this, either in this thread or elsewhere.
Well, it's your thread. Idea originally came up in GURPS DF in the context of GEBS theory, here:

Dungeon Sanctity Noodling

While Peter's idea of giving everything in the dungeon a higher purpose dependant on the dungeon level it was on is definitely one to keep in your back pocket, the original idea of "there is just some supernatural force that makes dungeons happen" needs no specific mechanics and just Explains. So. Much.
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Old 03-01-2018, 05:30 PM   #2
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Default Re: Erupting Slime

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Originally Posted by martinl View Post
... Peter's idea of giving everything in the dungeon a higher purpose dependent on the dungeon level it was on is definitely ...
...Lower Purpose, not Higher Purpose.

How could I have been so blind?

O, right, not ambient lighting on this level. Just let me get a torch out.


Lower Purpose - this is identical to Higher Purpose, except that it applies to defending a dungeon from interlopers, and it gets stronger in "deeper levels" (as defined by the GM) of the dungeon.
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Old 03-02-2018, 08:29 AM   #3
Kromm
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Default Re: Erupting Slime

Higher Purpose makes an awesome monster ability!

Only two standard monsters offer examples: as-Sharak ("Punish invaders of protected place") and sword spirit ("Kill cheaters"). But in "Undead, Undead Everywhere" (Pyramid #3/106, pp. 31-35), I propose mummies who inspire Higher Purpose in their undead slaves. And in "Monster Modding" (Pyramid #3/108, pp. 4-10), I talk about Higher Purposes linked to attacking a racial enemy, carrying out the master's orders, defending tribal lands, fighting in sight of the great leader, etc. "Kill cheaters" is pretty specialized, but the rest are portable:
  • Any monster could have a Higher Purpose linked to defending a locale. That locale might well be the dungeon. Relating Higher Purpose level to dungeon level is a really cool idea – though if the dungeon is deep, you might want this to progress on a 1:2, 1:3, or slower basis rather than 1:1. And yeah, totally call this Lower Purpose.

  • Any monster could have a Higher Purpose when it comes to slaying a class of enemies. This can give monsters that aren't always found in the dungeon an edge. It also lends them a certain malevolence: "Punish invaders" is impersonal and easy to understand; it could even be a lily-white protective instinct. "Kill clerics" or "Slay dwarves" makes it personal, and kind of menacing.

  • Any fodder or worthy monster could possess a Higher Purpose that concerns serving a boss. Some fodder might even have a Higher Purpose tied to obeying a worthy. It could be interesting to make level equal to the difference in relative monster status – i.e., fodder have Higher Purpose 2 when serving the boss, which works as only Higher Purpose 1 when serving the boss indirectly through worthy lieutenants, while smarter, less-fanatic worthies have Higher Purpose 1 when serving the boss. This kind of Higher Purpose is extra fun because the same monster stats produce a tougher monster in key battles without fudging: stray zombies in early encounters are easy; those serving the lich-lord's draugr captains are tougher, fighting at +1; and the ones around the lich itself are kind of scary, fighting at +2.
These could overlap. It would be really challenging if the normally pathetic Evil Dead were getting +3 for being on the deepest level, another +2 because they're protecting their master, and a further +1 vs. clerics and holy warriors just because those delvers are Good.

There's also Ninja Purpose (kudos to Peter V. Dell'Orto for this!), which becomes progressively more serious as you whittle down a team of ninja. Look up the size of the ninja squad in the "Linear Measurement" column of the Size and Speed/Range Table (Exploits, p. 98). Use the difference in modifier size to assess the bonus as the group loses members. For instance, if you start with 10 ninja (+4), the survivors fight at +1 when there are 7 ninja (+3), +2 when there are 5 ninja (+2), +3 when there are 3 ninja (+1), +4 when there are 2 ninja (0), and a whopping +6 when just one ninja remains (-2). This can be used for any monster that is traditionally used as fodder in hordes yet becomes a major threat when there's just one lurking in the night . . . even zombies might work this way in certain circumstances.

In all cases, don't worry about point cost . . . these are monsters.
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Old 03-02-2018, 08:58 AM   #4
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Default Re: Erupting Slime

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Originally Posted by Kromm View Post
Relating Higher Purpose level to dungeon level is a really cool idea
When automatically applied to monsters, they'll get a nice "level up" as the dungeon gets deeper. Sort of like getting higher Hit Dice (if D&D still uses that mechanic), complete with better TH and saves and all that, with no reworking on the part of the GM.

Which is to say: Naturally, the GM will want to select/design tougher monsters for each dungeon level down. But even stock, weak monsters will get tougher, with no GM effort required.

A nice DFRPG addition!

(One's almost tempted to also apply BAD from Action, worsening by 1 with each level down. Combine that with Higher (Lower?) Purpose for monsters, and the GM gets a programmatic toughening of every aspect of the dungeon with each level down, not entirely unlike a video game, even before customizing each level and its dangers.)
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Old 03-02-2018, 02:00 PM   #5
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Default Re: Higher Purpose (split from Difficult monsters)

Higher purpose might be useful for demonic guardians that were summoned and bound to do a specific task like say defend the temple or treasure hoard. Maybe they just fight normally unless someone is trying to destroy what they were summoned to guard. It could be that if they fail in their task then the demons receive some Infernal punishment.
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Old 03-02-2018, 02:01 PM   #6
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Default Re: Higher Purpose (split from Difficult monsters)

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Originally Posted by b-dog View Post

Higher purpose might be useful for demonic guardians that were summoned and bound to do a specific task like say defend the temple or treasure hoard. Maybe they just fight normally unless someone is trying to destroy what they were summoned to guard. It could be that if they fail in their task then the demons receive some Infernal punishment.
That's pretty much how as-Sharak work.
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Old 03-02-2018, 10:00 PM   #7
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Default Re: Higher Purpose (split from Difficult monsters)

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Originally Posted by b-dog View Post
Higher purpose might be useful for demonic guardians that were summoned and bound to do a specific task like say defend the temple or treasure hoard. Maybe they just fight normally unless someone is trying to destroy what they were summoned to guard. It could be that if they fail in their task then the demons receive some Infernal punishment.
Also useful for things as simple as "Protect cubs" in a mother bear, "Protect the hive" in bees, etc.

Not that the GM needs Higher Purpose to game these; just description of the enraged defenders, maybe with plenty of AoA (or even Berserk), will do the job.

But to have that mama bear truly "power up" in a fight and teach the PCs a basic Survival lesson about why the pros do not mess with cubs, Higher Purpose would be a nice, easy tool for the GM the use.
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Old 03-02-2018, 03:15 PM   #8
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Default Re: Erupting Slime

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Originally Posted by Kromm View Post
Higher Purpose makes an awesome monster ability!
I once had an Orc Shaman who's chanting, dancing, and drumming inspired Higher Purpose (Defend Your Homes) 5 in the Orcs of his tribe...


It turned a large group of fodder into worthies and the handful of worthies into Bosses for as long as he was able to keep chanting (a sword to the throat from the PCs finally put an end to the nightmare battle for them). The moment he went down the fight turned very ugly for the poor Orcs...



[Didn't see the thread split in the other thread until well after I'd posted there...]
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