Showing posts with label claw/claw/bite. Show all posts
Showing posts with label claw/claw/bite. Show all posts

Tuesday, June 4, 2019

Thought Eater Podcast: Top Three Tuesdays: Traps, Undead, and Horror Movies

Back again with more top three lists! Rob C from Down in a Heap wonders what my fave undead are, RFED asks about traps, and then I ramble a bit about my favorite horror movies. I also field calls from Evil Jeff of Minions and Musings and Angus from Kirby's Kids!




During the podcast, I also mention a 5e zombie adventure that I did a while back; you can download that HERE!

If you enjoy my free zinepodcast, and/or blog, please consider supporting my work for only $1 per month. 



Wednesday, November 7, 2012

Tips for Simplified 4e Monster Creation

Hello all. This post compiles several ideas that I have shared over the last year regarding monster creation for 4e. Using these methods has made designing monsters a far more pleasurable experience for me, so I thought I would combine the basic ideas into a single post in the hope that it helps others.

You only need a few pieces of paper to make monsters for all levels of 4e play. You need the updated DMG monster errata (page 7 of this document).  You need a copy of the updated DCs; you can get this in the Rules Compendium, DM Kit, or free here. You need a list of experience point values broken down for monster type and level, which you can find in the DMG, DM Kit, RC, etc. Finally, you will want to use a few tables and formulas from this blog that are easy to memorize, or can be jotted down on a sheet of paper.

Start with a monster level in mind. Lets just make it simple and say we are making a Level 3 monster. Most 4e DMs can probably put together a monsters defenses and attack bonuses without looking, but if you need to, use the DMG errata. Ignore specialized roles, and go with the basics. AC is level+14 (17); NADs are 12+level (15). Attack bonus vs AC is level+5 (+8), vs NADs is level+3 (+6). Damage expressions are right there on the sheet, but hold off for a second.

Next, we completely ignore characteristic scores and derive the skill and initiative bonuses from the DC list. We look at the moderate and hard DCs of a monster's level; the level 3 moderate and hard DCs are 13 and 21. Subtract 10 from these to get 3 and 11. The monster's trained skill modifier is +11, untrained modifier is +3. Do not add half their level to these. Adjudicate skill use on the fly; for example, if it is a sneaky monster that lives in dark caves, perhaps it is "trained" in Stealth. If the monster is a dexterous, quick type, its initiative mod is +11. If typical, its mod is +3.

Use the 4e Forever unified hit point formula. (Level x 8) +20 is the formula for a Standard monster's hit points. Multiply the total times 2 for Elites and Savages, or times 4 for Solos. Minions of course have one HP. It is super easy to memorize this, and you do not have to fiddle with multiple formulas.

Add the XP total to the monster statistics if you award XP, or if you calculate your encounter difficulty levels from it.

Add Morale and use the Reaction Tables. Trust me, this is going to help a lot of your encounters go from slogs to skirmishes.

The only thing left is the actual power design. We get the updated damage expressions from the same DMG errata page mentioned above. Resist the urge to over-complicate your monsters. Most of the time they will be dead before they can get through some long list of powers. Focus on a single go-to power, possibly one that has multiple-attacks as a single Standard action. If needed, add another ability or two that back up the flavor of the monster, but don't overthink it or overdo it. It is kind of the same thing as designing an entire world before the campaign has even started: unnecessary.

You can likely just make a mental note of any other bits such as Alignment, Languages, Keywords, etc.



And there you have it. Nice and easy 4e monster creation! I will never go back! Once you are comfortable with this, you can make a monster in a matter of seconds. If you liked this post and want to see some ideas on resurrecting your old pre-errata monsters from the MM1, MM2, and other old 4e books, check this out!

Tuesday, August 7, 2012

4e Forever Playtest!!! Check it out!

***NOTE: THE FIRST ISSUE OF 4E FOREVER IS NOW UP FOR FREE DOWNLOAD**

I am very happy to be able to share with you a short playtest of some material from my upcoming FREE zine, 4e Forever. It includes the new stat block! Please check it out and follow the instructions if you can! You should be able to finish it in one session. Even if you cannot playtest the material, I would still like to hear your thoughts. Oh, and there's a new Savage in there too!

4e Forever Playtest 1





*EDIT 8/9- I made some small edits and have re-upped it. I clarified some rules questions I had received regarding henchman initiative, savages, skills, etc, as well as made a few edits to the stat block to help its readability, something else I had some comments on. Please keep the comments coming! Thanks! 

Monday, August 6, 2012

The Hybrid Stat Block: Special Attacks

Welcome to the final installment of my series on my new hybrid stat block for 4e monsters. This is basically an alternate stat block for 4e that incorporates classic edition statistics, and it will be used in my upcoming zine, 4e Forever. Today we look at the way the stat block presents powers.

I love the clarity of the 4e stat block. I love the way powers are basically coded so that anyone can understand them. On the flip side, I also love the more conversational, narrative tone that classic edition monsters were presented with. It might seem that these two approaches are too incongruous to work together. However, I think they can, given a few considerations.

As readers of my blog have noticed in previews of my monster design, I am all about an "attack routine". I like multi-attacks as a fix to 4e's lack of high-level encounter balance, and I LOVE me some old-school Claw/Claw/Bite action, so it should come as no surprise that my 4e Forever monsters typically have a go-to attack routine consisting of multiple attacks. Simultaneously, I have also previewed and shown how I am working with variable encounter levels, and groups of the same monster. Both of these things make my new monsters very, very, easy for DMs to run, something that I am hoping will help speed up combat (along with Morale). You do not have to worry about multiple sets of statistics and a bunch of little powers here and there, hiding, spread out amongst 3 to 4 different monster types.

Since the monsters are easier to run, and since the DM is only having to look at one, perhaps two, different stat blocks for the entire encounter, I can afford to be slightly more conversational in tone with the powers. In other words, the simplicity of running the monster encounter groups allows for a more relaxed power presentation, without adding any extra prep time or difficulty to the DMs job. Now, I don't mean to make it sound too "loose", because it isn't. When I reveal the stat block later this week, you will see what I mean.

Now let's take a quick trip down memory lane. In 1e monster statistics, you have a couple of listings that I really wanted to include in my new block: Special Attacks, and Special Defenses. I decided to put a monster's primary attack routine under the listing "Attack". This listing also includes a creatures "basic attack", as its basic attack tends to be included in its primary attack routine. I also kept the "Traits" listing, used exactly the same way as it is in late 4e. Then, if needed, there are three other possible listings underneath "Attack". "Special Attacks" is used if a creature has any other attacks besides its primary attack routine and basic attacks; it also can include situational bonuses or tweaks to the primary attack routine. "Special Defenses" is used if a creature has a purely defensive power, i.e. one that does not include an attack. Finally, "Special Movement" is listed if a creature has a special power that is purely movement related.

This ends up looking and feeling very intuitive. I must say, I am quite happy with it. I still am a step or two away from revealing the complete block, however. This is because I am putting together a free playtest of some new material! This PDF will include a copy of the new 4e Forever stat block, along with three new monsters! Some basic rules (Morale, Henchmen), will be provided as well. I am trying to get it done as quickly as possible, and hopefully some of you gamers out there can run the monsters, using the variable encounter ranges, and let me know how it goes. More on this to follow! In the meantime, leave a post and let me know what you think!

Monday, June 25, 2012

Claw/Claw/Bite!

Today we look at adding one of my favorite old-school mechanics, the Claw/Claw/Bite, into 4e. In 4e, monsters flat out need multi-attacks to be able to threaten PCs, especially at high levels. Using a Claw/Claw/Bite attack is a perfect way to inject old-school flavor into your game while simultaneously helping to fix 4e game balance.

I am working with the Claw/Claw/Bite 'attack routine' in my fanzine and 4e campaigns. I thought I would share some ideas on how I have been using it. As mentioned above, the Claw/Claw/Bite helps solve some 4e issues. If a monster is dazed, using Claw/Claw/Bite as a single standard action helps a monster with action recovery. It also helps monsters do more damage since they end up with a better chance to hit. Both good things.


Claw/Claw/Bite attacks allow lots of room for DM creativity. I have used multiple variations. For example, the bite could be contingent on at least one claw having hit. So if you don't hit with a claw, there is no bite. OR if you hit with at least one claw, the bite always hits and does automatic damage. Maybe if you hit with a claw, the bite does extra damage if it hits. Or if all three attacks hit, the target is stunned. You can have both claws target one defense, with the bite attack targeting another for flavor. Maybe it isn't even Claw/Claw/Bite...maybe it is Punch/Punch/Headbutt! There is a lot of variety within the 'simple' Claw/Claw/Bite sequence that might not be immediately apparent, but if you work with it for a bit, you find that it opens up a lot of room for flavorful design.




A Claw/Claw/Bite goes GREAT with "Savage" monsters. Like butter. It is very easy to DM a monster that uses a Claw/Claw/Bite as its primary attack; this in turn helps the game play faster, helping address another 4e issue, namely combat speed.

Anybody else utilizing the Claw/Claw/Bite attack routine in 4e? Leave a post!