tag:blogger.com,1999:blog-2170237526012357403.post4998805165935942079..comments2024-03-29T10:34:22.739-04:00Comments on Delta's D&D Hotspot: Saturday Software: Monster Metrics v.103Deltahttp://www.blogger.com/profile/00705402326320853684noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-2170237526012357403.post-41682038051967027582017-10-08T19:20:25.973-04:002017-10-08T19:20:25.973-04:00I know what you're thinking, but in OD&D t...I know what you're thinking, but in OD&D that wouldn't make any difference; there isn't any clear distinction in melee damage types in the rules. E.g., green slime is totally immune to all "striking by weapons"; skeletons are not specially vulnerable to blunt weapons (or vice-versa). Deltahttps://www.blogger.com/profile/00705402326320853684noreply@blogger.comtag:blogger.com,1999:blog-2170237526012357403.post-29906300248802000542017-10-03T21:44:53.497-04:002017-10-03T21:44:53.497-04:00One simple solution you could use for weapon-immun...One simple solution you could use for weapon-immune monsters like oozes is to randomize the fighter's type of weapon. I'm not sure if this was the case in AD&D and before, but since 3.0 there has always been a set of one handed weapons dealing 1d8 damage in various combinations of piercing, slashing, and/or bludgeoning for fighters to choose from, all costing about the same and with minor variations in secondary statistics. The end result is that the type of damage dealt by the fighter is down to player preference, which is essentially random. Perhaps you'd want to weight things towards swords at higher levels, since the books tend to, but a random draw at "character creation" seems sensible and would let you rate a few more monsters.<br /><br />(On second thought, multiplying things out so that the proportions are fixed is probably a better idea, otherwise you might accidentally have a squad of 14 swordsman and one mace-wielder going up against a skeleton!)Benhttps://www.blogger.com/profile/13392591153572634052noreply@blogger.comtag:blogger.com,1999:blog-2170237526012357403.post-27765751756695896672017-10-01T19:04:37.984-04:002017-10-01T19:04:37.984-04:00Hmm, I'll have to think about that. I'm no...Hmm, I'll have to think about that. I'm not sure that it simulates the case of lunatic PCs in the dungeon greedy to keep all the gold for themselves. Deltahttps://www.blogger.com/profile/00705402326320853684noreply@blogger.comtag:blogger.com,1999:blog-2170237526012357403.post-77795512575124567892017-09-23T14:46:47.659-04:002017-09-23T14:46:47.659-04:00Time to call the cavalry!
Seriously, the most imp...Time to call the cavalry!<br /><br />Seriously, the most important tactical option missing for the 1st level fighters is the ability to call for help. Maybe you should implement a morale check for anyone who loses more than half their starting hp. If they lose morale, some fraction will call for help. Who answers? I suggest a uniform probability so that low level fighters can call in higher level types but the higher level types are more likely to end up with minions who die alongside them.<br /><br />Anyway, I think this kind of thing will solve your problem of 1st level fighters needing +2 weapons sometimes, and you can possibly apply it to some monsters too, since it's an important power too.Anonymoushttps://www.blogger.com/profile/18262078301380671380noreply@blogger.comtag:blogger.com,1999:blog-2170237526012357403.post-17693781039093754502017-09-17T18:10:21.960-04:002017-09-17T18:10:21.960-04:00Thank you, sir! :-)Thank you, sir! :-)Deltahttps://www.blogger.com/profile/00705402326320853684noreply@blogger.comtag:blogger.com,1999:blog-2170237526012357403.post-24998115050978022822017-09-16T11:24:40.279-04:002017-09-16T11:24:40.279-04:00So very excellent!So very excellent!LWSCHURTZhttps://www.blogger.com/profile/06635573516962732975noreply@blogger.com