Time to show a bit of work-in-progress and tell you why I’m doing things in a certain way. Sorry about the post looking a bit bad, but I just realized I am terribly bad at this blogging thing and something with OpenOffice messes with WordPress. Good thing I’m not the layout dude for this project.
Here’s a statblock for that common critter, the orc.
Hit points 8
Attack and Defense 5d (damage Hard in Width +1 Soft)
Damage Resistance: Hit locations 3-4 covered by DR 2 shield
Enraged blow: if an orc is hit in the previous round, it gains +1 to Hard damage in the next round.
Retreat from combat: If an orc takes more than 4 hit points worth of damage, it will attempt to disengage, unless strongly motivated.
Pretty short and sweet, isn’t it? Orcs have swords and shields but only the more elite ones have actual armor, owing to them living in inhospitable places where access to well-made metal is rare.
One of the things that annoyed me with D&D 3rd Edition was that the statblocks for even the common monsters were enormous. Another thing that annoyed me was that their actual abilities in combat were to a significant degree hidden behind that Feat gobbledygook: to actually know what a monster was capable of, you had to check the Feats they had. Instead, these critters have specials they can use but all of it is up front.
This allows you, the future SotE gamemaster, print out a quick monster card (that’s in the works) for all critters and you can print out sheets to keep track of several monsters at once.
The orc is a fairly simple critter though and since they appear in packs, they are tier 2 monsters, which means their method of taking damage is simplified. Helps with the record-keeping part and only the GM has to know what’s what to keep track of it. Don’t ask me yet about tier 3 monsters who are even simpler, because that’s still being worked on.
Lets take a look at a tier 1 type monster, the mighty hill troll.
1 Left foot 10
2 Right foot 10
3-4 Left Arm 10
5-6 Right arm 10
7-9 Body 25
10 Head 8
General Damage Resistance 1.
Slow but hits hard 4d (attack skill, damage width in Hard +2 Soft)
Rage: On receiving more than three damage of any type, the following turn the troll attacks with 7d, can use all rolled matches for attacks, can only do one attack per target within reach, if it has matches left after hitting all hostile targets it will attack even friendly targets.
Fastball special: If the troll lands two sequential hits over two turns against the same target, roll 6d, if width of roll is more than 2, has grabbed a player character or NPC. Next turn, it will target a player character to throw the hapless victim against it. Any match above difficulty 3 hits the target, both targets go prone.
Trolls don’t block.
Trolls have nastier special abilities and since they’re monsters that absolutely will destroy even experienced player characters, you wouldn’t put the player characters to fight against more than two or three trolls at once. So, we take this opportunity to make them a bit more complex. Tier 1 monsters (and other adversaries) track their hitpoints like player characters do, that is they have a certain number of hit points in every limb and part of their body, which makes them a bit more tricky to fight against since just landing blows might not immediately do anything much. Troll-sized opponents can suck up quite a bit of damage so players need to be a bit more clever to defeat them. While they kind of suck at actually hitting opponents, whenever they land a blow they hit very hard. We recommend wearing armor.
So, to wrap it for tonight since I got other stuff to attend to, here’s a quick recap:
There’s going to be cool little monster cards
And also cool tracking sheets
And there statblocks are short and sweet