FNF: customizing monsters in D&D
FRIDAY NIGHT FIGHTS
Customizing monsters in D&D
I've always found it fun and funny to customize monsters in D&D and/or any RPG for that matter. I feel it goes back to the core concept of giving my players a fun challenge, which is what I want to write about today.
I've been called out for being a overchallenging and arbitrary jerk to my players, and that, like this post, is a matter of opinion. I'm just sharing how I do things and maybe it can help others do the same. Oh, I also echo a lot of other DMs out there as well.
BIGGEST RULE OF ALL IS TO COMMUNICATE WITH THE PLAYERS. IF THEY STOP HAVING FUN, THE GAME STOPS BEING FUN FOR EVERYONE, DM INCLUDED.
With that said, if you want to ramp up your combats, here are my suggestions:
1. give your monsters "levels" in a class.
What do i mean by that: there is an NPC section in either the DMG or Xanathars that helps you quickly generate an NPC for whatever reason. There are also the NPC types in the back of the Monster Manual and Volos. With that said - use that as a "template" and apply it to the monster.
Example: My party had proven themselves more than capable in playstyle of taking on big bad monsters, squads of ogres outnumbering 3-to-1, and hordes of goblins with ease. I talked over the players about making it more challenging and they said try it. So I took "novice wizard/acolyte" and applied it to the next "horde" they encountered, which happened to be kobolds. I made sure that i didn't give them too much out of the norm.
The dynamic of combat changed once every kobold on the battlefield could throw a fire bolt innately.
1.1. assign a "boss" to each encounter of 5+. have that boss have "levels" as well. As above, except instead of everyone, make it just the "boss" of that encounter. Maybe that Ogre has a couple of levels in Bear Totem Barbarian? Maybe that Orc with the stick is actually a Monk? Maybe that Gnoll has levels in Paladin?
2. Mix encounters.
It always bothers me a little bit when you only ever encounter one type of monster. "you are traveling on the road and encounter <x>" Are the players the only ones who ever have a random encounter? I'm sure traveling NPCs, patrolling guards, and other monsters have random encounters also.
I do the following:
* set the rate of multiple encounter by region. Higher monster density, higher ratio. My default is 1 in 12. if you roll a 1, roll again and repeat until you don't roll a 1 on a d12. Add an encounter for each 1 you roll. The math says its extremely impossible to have a triple encounter and near impossible to for a quadruple encounter.
* roll a d6 for demeanor between the two. you make the scale flex to your encounter. some things will be hostile by nature. I normally go 1- allies, 2- friendlies, 3 indifferent, 4+ hostile.
3. Let the monsters have cunning/intelligence and tactics
I get this a lot, and people, my players included (but in a good way), bash on me for this. I give the encounter instinctual tactics. Why would a human (the DM) dectitate how a lion or a reptile or a fungus functions? Scientists have studied creatures and learned/documented their habits for years without dictating it. A quick Google search of "lizard instincts" will reveal how it acts.
When I plan an encounter (such as tonight's glorious boss monster), or roll a random encounter, I find a mostly similar creature to associate it with - some are easy, like a Basilisk would have the same functional instincts as a "cave lizard" and a Displacer Beast would be a "panther."
Upside is this subject is mostly described in the "paragraph" or "fluff" of the monster's entry in the book.
For more intelligent creatures, pack tactics, etc. I find give them a purpose. This encounter is not the first time the monster has encountered an "adventurer." With planned encounters, I assign a primary and secondary tactic and stick to it, and have the monster flee best they can if they cannot hold to their tactics.
Example: kobolds and goblins naturally trained tactics is to attack non-armored targets. When the RE is goblins/kobolds, if the players aren't actively trying to hide or cover their armor, the monster will ignore armored characters.
Example: tribal orcs feel the rage of battle, and have learned/discussed/rumored over the years that the adventurers with armor and metal weapons are "da best opponents"
Of the three, this one is the most difficult to contain without going overboard and making players feel singled out. Avoid giving the "singled out" feeling and encourage the "we need to work together and keep our friends alive from the monsters" feeling.
Storytime: I recently applied all three of these points in a high level game in Ravenloft. The players were in Falkovnia on their way back to the only populated city with a delivery of weapons to help defend against the undead horde.
The planned encounter was revenant infiltrators. I rolled the d12 and rolled a 1. The additional encounter was a horde of zombies moving across the plains toward the party. Next, instead of just cr8 revenants (vs 5x lv 14 casters), I assigned each revenant a class, equal level, and a tactic of opening the gate for the horde, with a secondary of "kill weaker living creatures".
Since the players were equal to them, they were ignored. Once the players dropped the Revenant Catburgler, the rest of the Rev Squad scaling the wall did their due diligence to avoid line of fire with the heroes on the ground, kill the guards, and open the gate. The party eventually caught them on the wall and won the day.
In conclusion, I've discussed three different ways to spice up your random encounters. Looking forward to sharing more encounter tips next Friday.
Happy Gaming
Comments
Post a Comment