Talk:Monster Patterns and Roles: Difference between revisions

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(largely unsolicited advice)
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From the point of view of maximum monsters for minimal work (i.e., kobolds are probably goblins + Draconic, for example), such that you, the developers can choose how to apply them to fill out the Bestiary with enough variety, while simultaneously not spending 25 years on it, I'm all in favor of the jillion patterns listed here.  I even think the MMM can help you guys quickly crank them out so that you can see how they work.  (For example, you might know that an Ancient One is a Greater Shoggoth or whatever, but it's just presented in the Bestiary as-is.)
From the point of view of maximum monsters for minimal work (i.e., kobolds are probably goblins + Draconic, for example), such that you, the developers can choose how to apply them to fill out the Bestiary with enough variety, while simultaneously not spending 25 years on it, I'm all in favor of the jillion patterns listed here.  I even think the MMM can help you guys quickly crank them out so that you can see how they work.  (For example, you might know that an Ancient One is a Greater Shoggoth or whatever, but it's just presented in the Bestiary as-is.)
i see your point, but yu must remember, a lot of the appeal of RPG's is also as creative writing. lots of people like reading monsters, and we're striving to not be bare-bones and minimalist. yes, it's efficient, but also soulless, and we like souls. er....  that sounded bad....


From the point of view of a GM, even a GM with access to the MMM, there are an awful lot of these suckers.  From a utility point of view of "I want an ''X'' that does ''Y'', I feel like it's too many - what I would start with are:
From the point of view of a GM, even a GM with access to the MMM, there are an awful lot of these suckers.  From a utility point of view of "I want an ''X'' that does ''Y'', I feel like it's too many - what I would start with are:


- bigger
- bigger
already got it


- smaller
- smaller
this is problematic


- more magic (more spell-like effects - a "blaster" spellcaster)
- more magic (more spell-like effects - a "blaster" spellcaster)
yeah, i have ideas for this, but to properly scale, it's a bit messy. i put it on the back burner until we get EP1.0 done


- more arms (more attacks - or more tentacles or whatever)
- more arms (more attacks - or more tentacles or whatever)
most of the heavier patterns add a bonus power, which grants something similar. simply tacking on attacks doesn't really scale properly. RD did a LOT of math to get the attacks right. spreadsheets for DAYS, man :)


- more plating (more defenses - a mix of HP/DR/SR/AC)
- more plating (more defenses - a mix of HP/DR/SR/AC)
again, this is difficult to scale, and is built into all the patterns as-is


- less vulnerable (more defensive spell abilities - obscuring mist, shields, barriers, blur, mirror image, etc.)  
- less vulnerable (more defensive spell abilities - obscuring mist, shields, barriers, blur, mirror image, etc.)  
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I guess what I'm saying is that these are great design tools and I am happy to help you guys use them, but there are too many for a non-designer to get a grip on.  (The same thing can be said of PFRPG templates.  Heck, even Green Ronin subtly indicated that by releasing bestiary that masqueraded as a book of brand-new templates.  The most useful part of that book was the monsters they made, not the mechanics of how they built them.)
I guess what I'm saying is that these are great design tools and I am happy to help you guys use them, but there are too many for a non-designer to get a grip on.  (The same thing can be said of PFRPG templates.  Heck, even Green Ronin subtly indicated that by releasing bestiary that masqueraded as a book of brand-new templates.  The most useful part of that book was the monsters they made, not the mechanics of how they built them.)
nod nod.  duly noted, but in fairness, this is a reduction of about 95 percent compared to the old days :) also, several of these patterns are 'families' with similar effects. if we can work out how to make the great creature work smoothly, all the 'damage aura' patterns can become variants of a single base, all the 'smiting' templates can become variants of a single base, etc.
good feedback!  we'll gnaw on this a bit.





Revision as of 12:14, 8 May 2020