"Classes" of Monsters
Posted: Thu Mar 08, 2012 9:10 am
I plan to run a world that has no orcs, goblins, hobgoblins, etc... I've even cut the traditional zombie, skeleton, ghoul, (etc) escalation with undead. But, coming up with 100% unique monsters is a chore, so I'm working on a system of monster "classes." I don't mean PC/NPC classes in the traditional sense, but more groups of creatures. So, for instance, with undead I have:
Undead
- Mindless
- Feral
- Living Dead
- Masters
Within that context, I plan to build a little generator for each sub-group that has a range of AC bonuses, HD, attacks/damage, and some "gotcha" power or two. That way the monster is familiar but not hackneyed. Though it might represent a bit more work than the old standard list of D&D monsters, it at least gives me a starting point for monster creation. Big bosses will still be 100% unique, though I may use this system as a base.
For my campaign, I have the following monster "classes" defined: Animal, Beast, Shapeshifter, Undead, Giant, Fey, Wyrms and Demons. For demons, I'm basically going to use something similar to the old "hordling" generator from 1st edition.
Undead
- Mindless
- Feral
- Living Dead
- Masters
Within that context, I plan to build a little generator for each sub-group that has a range of AC bonuses, HD, attacks/damage, and some "gotcha" power or two. That way the monster is familiar but not hackneyed. Though it might represent a bit more work than the old standard list of D&D monsters, it at least gives me a starting point for monster creation. Big bosses will still be 100% unique, though I may use this system as a base.
For my campaign, I have the following monster "classes" defined: Animal, Beast, Shapeshifter, Undead, Giant, Fey, Wyrms and Demons. For demons, I'm basically going to use something similar to the old "hordling" generator from 1st edition.