Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

Monday, 10 February 2014

Who Needs a Dragon?

No animal is half so vile as Crockywock the Crocodile...

A long time ago I read a news story which reported that a drunk Australian had tried to ride a 5m long crocodile weighing 800kg. He survived, if he was a little chewed. That prompted me to set about searching the internet for pictures to put that croc into context.

And, my... 


Imagine trying to take one of these on with a sword and shield while knee deep in swamp water?

Bring hirelings!

In classic D&D (Mentzer Expert, absolutely my favourite D&D book), a Normal Crocodile is a 2HD creature, averaging at 9HP, doing 1-8 damage per bite. A Large Crocodile, which I guess encompasses the maximum size we find in the real world, is a 6HD creature, averaging at 27HP, doing 2-16 damage per bite. There is also a Giant Crocodile of explicitly prehistoric proportions, but that is beyond what we're talking about here.

A D&D Fighter, remember, will have on average slightly more HP than a monster of equivalent HD to his level - he'll likely have a bonus from Constitution, some kind of minimum HP house rule, or outright fudged dice!

In Magic World (which takes its bestiary from the RuneQuest Monsters book for the third edition of the game, rogue Fatigue Points and all!), the Small Crocodile has 23HP and does 1D10+2D6 damage per bite, while a Large Crocodile has 40HP and does 1D10+5D6 damage per bite.

A Magic World warrior will have perhaps 15HP... full stop.

Big beasts are more frightening in d100 games. But then the play-style in D&D ought be at least a little different from BRP-derived games - certainly where combat is concerned. I was going to write a long post comparing chances to hit, calculating average damage by round, and then I realised that I would end up doing something as boring as the old Monstermark articles in White Dwarf!

So I will short cut all that. I like games in which big beasts are dangerous. But big beasts in D&D *are* dangerous - though I often have to remind myself of the fundamentally abstract nature of D&D combat (and I always need to hold in check my desire for realism and granularity in D&D combat) which means that comparisons with blow-by-blow systems are not always straightforward. But for all the Crockywoks in your game, FANTASY gaming needs DRAGONS. While we shouldn't forget the terrors of 'ordinary' animals (though in a world created, deliberately, by supernatural beings, even ordinary creatures are the product of a god's violent imagination), let's have some bright, primary-coloured fantasy to mix with our realistic shades of  green and brown.

Friday, 6 September 2013

Humanoid Relations


What do Orc bandits do with the loot they take from merchant caravans? What are Goblins planning to buy with the 1-8 silver pieces (of legal tender in human settlements) they carry in their purse. How (and why) do all Elves learn to speak Gnoll and Hobgoblin (without speaking to any Gnolls or Hobgoblins)?

They are the LAW! (Iain McCaig, from City of Thieves)

In my fantasy games I have a habit of introducing a hefty dose of interaction between humans (and demi-humans) and the races of evil humanoids. This might well be the product of a thorough steeping of my youthful imagination in Blacksand, though little things such as the fact that Ogres seem to be a not uncommon feature of human settlements in the Old World of Warhammer Fantasy Roleplay, and that there is an Orcish ghetto in Alfheim in Mystara's Known World has undoubtedly leaked into that stew, too.

So, what is the degree of human, demi-human, and humanoid relations in your games?    

Monday, 6 December 2010

Flora, Fauna, and Fora

Okay, I'll return with a fairly light posting. It's been a busy time painting hills for my dwarfs shoot their cannons from, and then the dwarfs and cannons to put on those hills. And I paint slowly. Very slowly. So very slowly.

First, here is Head Injury Theatre's guide to the stupid monsters of D&D. D&D has lots of 'stupid' in it, but then D&D does consist of hundreds of books spread over 30 years. Some of these monsters are actually 'bad', in the way that lots of very early D&D was 'bad'. I don't want to have my players explore by routinely tapping the ground in front of them with a 12" pole because deadly traps are that commonplace. There's no heroism, adventure, or cleverness in that. It might remind us of the old days, and despite my fondness of old school RPG rule systems and game settings, the idea of dungeoneering being a series of escalating death-puzzles is about as exciting to me as D&D being World of Warcraft, now with added paper! I want my players to role-play their characters, be heroes (or villians, or snivelling sneaks) and have fun doing so. Which is why this is a bad monster.

It's not that it's stupid, it's that it's bad. Just how are a party of adventurers meant to cope with that. How will the players not feel that they've been 'cheated' when the ceiling drops down on them and kills them. Put The Lurker Above, and its kin, in your game, and you've got henchmen taking point once the players re-roll their characters. Heroes all.

Anyhow, I've been living my online gaming life around the Dragonsfoot (for all my classic D&D needs) and Bugman's Brewery (for my WFB Dwarfs) fora recently, and do recommend that if you interested in these game systems you check out those sites.