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design:threat [2017/12/05 12:33]
gm_seb
design:threat [2017/12/07 17:36] (current)
gm_seb
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 One of the things that we didn't like about MM was that monsters could be wildly variable in terms of power. One week, wolves might be 8 hits, doing SINGLE THROUGH, with 2 strikedown, another '​wolves'​ might be 20 hits, DOUBLE STRIKEDOWN, immune to REND, as the dictates of the adventure and the party demanded. One of the things that we didn't like about MM was that monsters could be wildly variable in terms of power. One week, wolves might be 8 hits, doing SINGLE THROUGH, with 2 strikedown, another '​wolves'​ might be 20 hits, DOUBLE STRIKEDOWN, immune to REND, as the dictates of the adventure and the party demanded.
  
-In Animus, all monster types have fixed stats. 'Deep Ones' will always have the same hits, calls and abilities every time you encounter them; so will Forest Wolves. Champion or boss versions of these monsters will also have their own standardised stats. If it's ever necessary to have what are basically 'Deep Ones', but for a high-level party, then we will write a 'Dire Deep Ones' or '​Deeper Ones' entry in the Bestiary with their own fixed stats, as well. GMs can create as many weird and wonderful new monsters as they like, but all new monsters introduced in adventures will need to be approved by the LARPO at the same time that adventure is approved. These monsters will then be written into the Bestiary ​for everyone to use+In Animus, all monster types have fixed stats. 'Deep Ones' will always have the same hits, calls and abilities every time you encounter them; so will Forest Wolves. Champion or boss versions of these monsters will also have their own standardised stats. If it's ever necessary to have what are basically 'Deep Ones', but for a high-level party, then we will write a 'Dire Deep Ones' or '​Deeper Ones' entry in the Bestiary with their own fixed stats, as well. GMs can create as many weird and wonderful new monsters as they like, but all new monsters introduced in adventures will need to be approved by the LARPO at the same time that adventure is approved. These monsters will then be written into the Bestiary. ​
  
 Any PC who has encountered a monster type before will, therefore, be able to recognise it and the level of threat that it poses to them. Conversely, completely new enemies are an unknown threat, which makes them a particular kind of interestingly-scary. Skills like Survivalist / Streetwise can be used to gain bestiary-like information on common monsters within those areas. ​ Any PC who has encountered a monster type before will, therefore, be able to recognise it and the level of threat that it poses to them. Conversely, completely new enemies are an unknown threat, which makes them a particular kind of interestingly-scary. Skills like Survivalist / Streetwise can be used to gain bestiary-like information on common monsters within those areas. ​
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 We see this as having the following advantages: We see this as having the following advantages:
  
-**Empowers players to play smart.** When you know in advance that, say, this enemy type takes STAGGER as STAGGER 5, you know to try and get your people who can deliver those calls in a position where they can take them down effectively. If you know that the enemy throws out a lot of FEAR calls, you can send your Torch paladin in to run control. If you know that the enemy are only effected ​by a particular kind of call, your Shaper can use their temporary instillment to exploit this, etc.+**Empowers players to play smart.** When you know in advance that, say, this enemy type takes STAGGER as STAGGER 5, you know to try and get your people who can deliver those calls in a position where they can take them down effectively. If you know that the enemy throws out a lot of FEAR calls, you can send your Torch paladin in to run control. If you know that the enemy are only affected ​by a particular kind of call, your Shaper can use their temporary instillment to exploit this, etc.
  
 **Empowers battlefield roleplay** Because knowing about a monster'​s strengths and weaknesses gives you an advantage, it then becomes advantageous to discuss tactics amongst the party so that they can work together, which hopefully should have the knock-on effect of the party really feeling like a badass //​team//​. ​ **Empowers battlefield roleplay** Because knowing about a monster'​s strengths and weaknesses gives you an advantage, it then becomes advantageous to discuss tactics amongst the party so that they can work together, which hopefully should have the knock-on effect of the party really feeling like a badass //​team//​. ​
design/threat.1512477209.txt.gz ยท Last modified: 2017/12/05 12:33 by gm_seb