Talk:Monster Patterns and Roles: Difference between revisions

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* Pretender Mage- 3 'spells' plus a teleport speed - illusionist-  mass vanish, aoe illusion, (convert to a clade of fey(pixies/brownies) instead of a pattern)
 
* Specter Mage - 2 spells plus a pet - necromancer - summon monster of equal CR, heartwrench multi-target, dust (convert to a clade of necromancers/add to lizardmen)


  i ran through the monsters, assigning them role lockouts. after some thought, i made no changes to any 'base' monster above CR4-ish, and only set lockouts on monster written with a native role. this seemed the best way to avoid troubles. note that I found the common white dragon without any role fields. i pasted in what i think is the right chunk, but you might want to check. if i have  few minutes, i'll try and check all the rest to be sure they all have the role lockout fields as they are supposed to.  
  i ran through the monsters, assigning them role lockouts. after some thought, i made no changes to any 'base' monster above CR4-ish, and only set lockouts on monster written with a native role. this seemed the best way to avoid troubles. note that I found the common white dragon without any role fields. i pasted in what i think is the right chunk, but you might want to check. if i have  few minutes, i'll try and check all the rest to be sure they all have the role lockout fields as they are supposed to.  

Revision as of 16:59, 20 January 2021


i ran through the monsters, assigning them role lockouts. after some thought, i made no changes to any 'base' monster above CR4-ish, and only set lockouts on monster written with a native role. this seemed the best way to avoid troubles. note that I found the common white dragon without any role fields. i pasted in what i think is the right chunk, but you might want to check. if i have  few minutes, i'll try and check all the rest to be sure they all have the role lockout fields as they are supposed to. 

I'll take a look at the Common White Dragon and fix anything that looks broken.

 i see at least some of the henchmen mobs are showing red text now, is that something I can fix, or should that be a you thing? is there anything else we need to do for the roles pass?

Which ones?

oh, all of them, i just went through them all and deleted the 'Henchman' flag to clear the red text.  i was gonna do a find/replace to take out the last henchman ref in the roles list, if you think it needs getting rid of, or we can leave it, or you can do it :)
(should keep writeups of all patterns in case MMM isn't working at some point.)
action items for million monster machine:
* draft of prefix names for each modified CR value (-2 CR to +5 CR) 
    * least (-2)
    * lesser (-1)
    * common (+0)
    * robust (+1)
    * major (+2)
    * superior (+3)
    * elite (+4)
    * supreme (+5)
* review all existing monster names, and all proposed monster names, to make sure our prefixes don't lead to really dumb, unreadable names (lesser greater whompus, for example).
* move all proposed monster names to a discussion page; only actual monsters should be in the bestiary
* strip all the roles out of every monster that has a role.  
  * add language into the description that says "This monster is nearly always a <role> monster.  It is highly recommended that this role be applied to it." or whatever.
  * recode any role-specific powers into new fields that are specific to roles-only powers.  This will require me to create new fields for the template, but doesn't require a complete revamping of every monster.


  • Monster name structure:
  • Base name= Existing monster names, checked to 'make sense' "Orc Raider" (CR3)
  • CR Name= Prefixed to Base name "Elite Orc Raider" (CR7)
  • Role Name= Appended to Full Name with Spacer "Elite Orc Raider -Heavy" (CR7 heavy mob)
  • Pattern Name= Suffixed to Base Name with leading Comma "Elite Orc Raider, Coursing -Shooter" (CR10 shooter mob)
  • Multipat Names= Multiple of Pattern Name "Elite Orc Raider, Coursing, Agile -Killer" (CR13 killer mob)



  • Pattern Changes -Might not cover everything in every pattern, but it covers everything I could find.
  • 1 ) CR
  • 2 ) Size
  • 3 ) Type -Always gains a Subtype of the Pattern name. (This relates to the keywords open topic. I like keywords, but wonder how much use they are. If/when the MMM becomes a thing, could be pretty huge.)
  • 4 ) Initiative Modifier (1st skill mod)
  • 5 ) Senses - adding one or more sense types is different than a perception boost (see next)
  • 6 ) Perception Skill Modifier (2nd skill mod)
  • 7 ) AC - removing flat-footed and touch makes this much simpler, yay!
  • 8 ) Hit Dice -This is where Patterns add hit points if the CR is not changed
  • 9 ) Defensive Ability - Where things like Immune to various conditions/damage types/oddball things, new ER or DR, unique defensive powers (see agile creature for an example), bonuses to some or all saves, etc, etc, etc, is recorded. Should be added text field(s)? For maximum flexibility? Should we try to integrate this stuff into the existing template, or just make a "pattern power" addition and put this stuff in as a block of text? ER and DR needs to be calculated dynamically, and other things are as well.
  • 10 ) Out of Combat - GM hint text changes go here, if needed.
  • 11 ) Speed - Can get complex, as new movement types currently fall here, and if the base mob has that movement type already, the effect changes.
  • 12 ) Melee Attacks - This is where the Pattern is made capable at its new CR. can be replaced with a base CR change, except that leaves non-powered Patterns weak.
  • 13 ) Damage - same as melee attacks, above
  • 14 ) Space
  • 15 ) Reach
  • 16 ) Offensive Ability - Same philosophy as Defensive Ability, above.
  • 17 ) Save DC adjustment
  • X ) Ability Scores - remove ability scores from all patterns
  • 18 ) Maneuver Offense
  • 19 ) Maneuver Defense
  • X ) Feats - remove feats from all patterns
  • X ) Skills - remove skills from all patterns


monster roles expansions:
  • legends- get a power which they declare at the top of the round, targeting an area on the map, and at the end of the round it goes off. This is in addition to their full normal turn on their initiative.
  • as we get into the bestiary pass, there's been a request for a different 'reset/shakeup' mechanic as used by heavies, threats, tanks, etc.
  • Possibility 1: Defense: hardened vs all damage plus Reset/Shakeup: free action forced movement attack power.
  • Possibility 2: Defense: regeneration plus Reset/Shakeup: a teleport damage power.
  • Possibility 3: Defense: bloodied value heal/temp immune plus Reset/Shakeup: damaging teleport once.

The third one is what we have today.

if we wanted to get crazy, we could mix and match, any defense plus any reset/shakeup ability, making 9 total flavors of reset power. just a thought.