Difference between revisions of "Monsters/Creation"

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(Advancement)
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=== Statistics ===
 
=== Statistics ===
  
For point values, abilities, and factors by tier, consult the following table:
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For [[specialties]], consider how many a normal character with that cost would have.
  
{| class="wikitable"
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Monsters may occasionally have higher or lower base statistics before [[Specialties]] are applied. Their [[unarmed]] attacks shouldn't be more damaging than good weapons, and more than +1 higher HP or Toughness is a little bit excessive.
|+ <div>{{Anchor|Table: Monster Statistics}}</div>
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|-
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! rowspan="1" | Tier
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! rowspan="1" | [[Abilities]]
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! rowspan="1" | HP
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! rowspan="1" | Total AD, GD,<br>and Will Factor combined
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! rowspan="1" | Maximum Factor
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! rowspan="1" | Approximate Price <br>Range for Tier
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|-
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| Common || 0-3 || 1 || 0-15 || 10 || 1 to 22 points
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|-
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| Elite || 2-6 || 2 || 15-45 || 30 || 27 to 86 points
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|-
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| Paragon || 4-9 || 3 || 45-90 || 60 || 77 to 292 points
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|-
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| Legend || 6-12 || 4 || 90-150 || 100 || 213 to 970 points
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|- class="noalt"
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|}
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+
Monsters may occasionally have higher or lower base statistics before Abilities are applied. Their [[unarmed]] attacks shouldn't be more damaging than good weapons, and more than +1 higher HP or Toughness is excessive.
+
  
 
=== Unique Features ===
 
=== Unique Features ===
  
Monsters often have disadvantages by comparison with humans: they may be stupid, unable to talk, lack opposable thumbs, or be social outcasts, for example. To compensate, it's good to give the monster something different it can do, so it can be interesting in non-combat situations.
+
Monsters often have disadvantages by comparison with humans: they may be stupid, unable to talk, lack opposable thumbs, be social outcasts, or merely lack the many many class bonuses a person gets. To compensate, it's good to give the monster something different it can do, so it can be interesting in non-combat situations.
  
 
=== Advancement ===
 
=== Advancement ===
  
 
Advancement options for monsters are not necessary, but in essence, every allowed combination of advancements should also meet the standards of a well-designed monster.
 
Advancement options for monsters are not necessary, but in essence, every allowed combination of advancements should also meet the standards of a well-designed monster.

Revision as of 22:22, 28 June 2014

Return to Monsters

Core Principle

The most important thing to remember is that a monster is an alternative to a character, and should be about as useful as a character of the same point total.

Statistics

For specialties, consider how many a normal character with that cost would have.

Monsters may occasionally have higher or lower base statistics before Specialties are applied. Their unarmed attacks shouldn't be more damaging than good weapons, and more than +1 higher HP or Toughness is a little bit excessive.

Unique Features

Monsters often have disadvantages by comparison with humans: they may be stupid, unable to talk, lack opposable thumbs, be social outcasts, or merely lack the many many class bonuses a person gets. To compensate, it's good to give the monster something different it can do, so it can be interesting in non-combat situations.

Advancement

Advancement options for monsters are not necessary, but in essence, every allowed combination of advancements should also meet the standards of a well-designed monster.