Difference between revisions of "Monsters/Creation"
Foxwarrior (Talk | contribs) (This is supposed to be advice for other people, not for myself) |
Foxwarrior (Talk | contribs) m (7 revisions imported: saving the history sure makes this extra inconvenient) |
(No difference)
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Latest revision as of 18:22, 19 December 2015
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.
Redundancy
Starting with an existing monster or character design and then modifying it to achieve your goals is an easy shortcut. Keep in mind that adding or removing movement, range, stunning, or some other ability is liable to significantly change how the monster works.
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.