Difference between revisions of "Monsters"

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Like with characters, a monster is built around its concept. Is this monster a troll? A dragon? A formless horror spawned in some hellish netherworld? The monster's concept helps to define its Ability Scores, Composition, Traits, and more.
 
Like with characters, a monster is built around its concept. Is this monster a troll? A dragon? A formless horror spawned in some hellish netherworld? The monster's concept helps to define its Ability Scores, Composition, Traits, and more.
 
=== Ability Scores ===
 
=== Ability Scores ===
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A monster's ability scores can be generated the [[Character_Creation#Generating_Ability_Scores|same way as for characters]]. The following values can be used as a shorthand when using point buy to generate Ability Scores:
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* 180 points (average Ability Score of 30), used for very tough monsters
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* 150 points (average Ability Score of 25), used for most monsters
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* 130 points (average Ability Score of 20), used for weak monsters
  
 
=== Size ===
 
=== Size ===

Revision as of 11:44, 2 January 2017

The following rules describe how to create monsters for the Swords of Infinity system.

Building a Monster

The process for building monsters very closely resembles how characters are created. Monsters, however, have a few extra mechanics that can be added to them to make them more interesting.

Concept

Like with characters, a monster is built around its concept. Is this monster a troll? A dragon? A formless horror spawned in some hellish netherworld? The monster's concept helps to define its Ability Scores, Composition, Traits, and more.

Ability Scores

A monster's ability scores can be generated the same way as for characters. The following values can be used as a shorthand when using point buy to generate Ability Scores:

  • 180 points (average Ability Score of 30), used for very tough monsters
  • 150 points (average Ability Score of 25), used for most monsters
  • 130 points (average Ability Score of 20), used for weak monsters

Size

Small:

  • more dex
  • more perception
  • less strength
  • less vitality


Large:

  • more strength
  • more vitality
  • less dex
  • less perception

Composition

Difficulty Level

Point Buy

Designing Encounters

Hordes

kill a dude when damage => vitality, then reduce number of members and horde bonuses