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rihod

RP/monster playtest 11-24-07

Ok so Tangent and I had been brainstorming last weekend about monsters in role play scenarios and creating a more streamline way of introducing different monsters while still keeping to a standard for battlegames.

This is a prospective list of standerdized monster traits, these are to enhance a monster beyond normal combat rules to be used for RP days. Certain monsters may have more traits than others dependant on the creature.

Tough - This trait may be multiplied based on the toughness of the monster. The monster ignores the effects of limb shots and only dies after being struck the amount of times equal to his toughness. example, Tangent the troll has toughness x4, he has to be struck 4 times before he dies, if he is is struck in the arm he counts the strike but ignores the effect.

Strong - with the exception of white and yellow weapons, all weapons wielded by the monster are treated as red/double green. This trait also allows the one handed use of siege rocks.

Giant - Any player within 20 feet of a monster with this trait must fight on thier knees, monsters with this trait may only move at a slow walking pace.

Regenerate - A monster with this trait regenerates wounds and/or deaths. Heralds should decide before the game the regeneration time.

Turn - If a monster with this trait kills another player, the victim returns to life as the same monster type.

Immune - Monsters with this trait are immune to a particular weapon type. The type or types of weapons the monster is immune to is dependant on the monster. example, an animated skeleton has no flesh or vital organs to pierce so it would be immune to green and yellow weapons, but red, blue, and white weapons would still affect it.

Flight - A monster with this trait may fly by loudly declaring "flying" every couple of seconds, while a monster is in flight it may only be engaged in combat with white and yellow weapons. If a monster is in flight it may only engage in combat with white weapons or thrown javelins.

Natural Weapons - A moster with this trait is restricted to specific weapons that represent it's natral forms of attack, the weapons are treated as normal. Example, flail as a tail, blue swords as claws, dagger as a stinger ect ect..

Aquatic - monsters with this trait fight in areas marked off as water, the moster is unaffected by water effects that would normaly affect players.

Amphibious - same as aquatic except that the monster may also fight on land as well.


So these are the traits and if anyone has ideas to playtest and add to the list feel free. Hopefully if this works out well it will be an idea that will catch on in other realms as well.
Istvan

That all loks really great. I hope that I can be in on the play test stuff.
Here is an idea...and it will be odd.
Shape changer: A character that is a shape changer has a 'human form' and n 'altered form'. The altered form is anyone of the traits listed. They decide if they will start in 'human' or 'altered'. In a rez battle they can change each time they rez, they may not change while in combat. In a non-rez battle they get a free rez but must be in a different form from the one they started in.
Kitty

yea giant was really hard to fight, almost not quite fun
rihod

results

OK so I hope everyone had a great time with the cave of doom, thank you tangent for coming up with the quest and getting all the materials together. So from what I saw the play test went well except for any traits that required fighters to fight on thier knees against someone who is not.

The mosters and thier traits.

Gobilins - they had toughness x1 and 3 second respawns. they were a little rough due to the fact they were free roaming but an easy monster to defeat, my opinion for the future is to set a bit longer respawn, 25-60 count

Troll - the troll had toughness x4, and strong, he was stationary at one post. I think this worked out well, any feedback?

sea monkey - she had aquatic, i think this trait didn't work out so well because people knew the disadvantage they would have in the water and did not want to go in. I think a limitation should be put on this trait.

giant- the giant had toughness x5, strong, imune to green/yellow, and giant. I think all the traits worked out well except for the giant trait, again this was a trait that put everyone at a major disadvantage and made killing the giant almost nigh impsosible.

the traits that were not tested - amphibious (though aquatic was), flight, and turn
so next week watch out for flying zombie frogmen Twisted Evil
Give a little feedback and tell me what your guys thoughts were on things
rihod

doplegangers

As for the shapechanger or dopleganger effect, I've actually playtested this idea in other games. Having the 'altered' form is not so streamline with roleplay or combat as one would think. What I have found the works well is treating the 'monster' that is a dopleganger like a game of tag, the dopleganger has a very simple objective that can be told to the next person, when you shapechange it is as simple as "tag you are now the dopleganger, this is whaat you are supposed to do."
Tangent

I disagree on the "having to fight on your knees" being a bad thing, the game we played just didn't suit the type of monster. I feel it reflected well on how a party would feel when come up against such a creature, as for the Sea Monkey, a larger lake or a bridge/ Island would have made it more interesting. Why the sea monkey didn't go over well was due to the lack of coordination when confronting such a creature. the teams of 4 should have been able to bait and kill the monster(also some skill in throwing javies might have helped.

Tangent
rihod

aquatic and giant

True true, well i've mulled it over in my mind and honestly the giant trait is good. Yes it provides a major disadvantage to the players fighting the giant but think of it this way, how would you as a real person do in a fistfight against someone thats 15-20 feet tall? As for aquatic I would think making the monster move at a walking pace would be fair. To realy think about it a player is on his knees with one hand free to fight, even lined up as a team that makes for easy pickin's on someone who can fight full force without the restrictions. Aquatic monters should be used to 'herd' players as well, like tangent mention a bridge to an island, the wataer creature is there to make a tasty snack of anyone who falls of the bridge or tries to bypass the bridge.

So the real question for the populace is, is this something you would like to start using for RP battles on a regular basis?
Tangent

The answer is numbers. 4 people with one weapon/arm available should be able to take on a single creature . as for the giant all you can do is defend or rush, but again with out serious skill it comes down to numbers.

The aquatic monsters should be able to run, for one its the creatures natural terrain and when was the last time a human out crawled a shark while swimming?
rihod

True, so the traits themselves are ok it's just how the monster is used in the quest and how people approach it.

Feedback from anyone else???????
Billy The Irishmen

bigger groups. more teamwork. is what we need. perhaps not even bigger groups just more practice with how every1 fights.

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