The Growth Process | The Aging Process | Higher Hit-Point Totals | A New Design for Dragons | More Tactics for Tougher Monsters |
More Equitable XP | - | Dragon 108 | Monsters | Dragon |
A monster, as described in the AD&D®
game rule books, generally
has a set number of hit dice. Its hit
points are usually determined
by recording the sum of the rolls of that
number of
eight-sided dice. Some monsters then add
a one-time bonus, if their
hit dice are given in the form x + y.
Of course, there are exceptions
to this: Dragons, for instance, have a
number of hit dice and hit
points which equates to their age level.
The ?set number of hit dice? rule also
does not apply to many
types of humanoids, where the number of
hit dice may be different
for adult males, adult females, and young
of either sex. However,
the system for dragons is the only one
that takes into account the
concept of a creature gaining more hit
points as it advances in age.
It is not especially difficult to create
such a system for other monster
types, and along with that to adjust the
system for experience-point
calculation. By doing this, we can help
insure that player characters
get a proper amount of credit for killing
monsters with many hit
points ? and also a proper (smaller) number
of experience points
for killing younger (and thus weaker)
monsters with fewer hit points
than a full-grown adult.
THE GROWTH
PROCESS
Let?s begin by looking at the maturation
of an animal and a
?monster,? using a tiger and a manticore
as examples..
A full-grown adult tiger
has 5 + 5 hit dice, armor class 6, three
attacks for 2-5/2-5/1-10 points of damage,
and a chance for two
more attacks doing 2-8 points of damage
apiece. Now, we start at
the other end of the scale and work up
to these figures. Let?s say that
a newborn cub has 1 hit die, armor class
10, one attack (bite) for 1
point of damage and no chance for a special
attack. As the cub
grows to adulthood, its statistics will
change to reflect its increasing
toughness as an adversary.
Why is armor class included in the statistics
that change with age,
and why is the change so great (from AC
10 to AC 6)? Because
armor class reflects not only the natural
toughness of a creature?s
hide but also the creature?s ability to
move quickly and smoothly to
evade an attack. A newborn tiger does
not have the thickness of coat
nor the toughness of skin that an adult
would have, and the cub also
does not have the coordination and quickness
of a full-grown tiger. It
is within your right as a DM to adjust
armor class for an especially
quick or agile animal or monster, just
as you would (according to the
rules) for a player character with exceptionally
high dexterity. A
healthy, mature tiger that you judge to
have exceptional dexterity
might be given an armor class of 5 or
even 4.
Growth stages of a tiger
Age | HD | #Att | Bite | Claws | Rear
claws |
AC |
Newborn | 1 | 1 | 1 | nil | nil | 10 |
1-3 mos. | 2 | 3 | 1-4 | 1/1 | l/l | 9 |
4-6 mos. | 3+1 | 3 | 1-6 | 1-2/1-2 | 1-2/1-2 | 8 |
7-9 mos. | 4+2 | 3 | 1-6 | 1-4/1-4 | 1-4/1-4 | 7 |
10-15 mos. | 5+3 | 3 | 1-8 | 2-5/2-5 | 2-5/2-5 | 6 |
16+ mos. | 5+5 | 3 | 1-10 | 2-5/2-5 | 2-8/2-8 | 6 |
Naturally, not everyone will agree with
the specific numbers in
this example; it?s the concept that?s
important here, not the precise
way you might see fit to put the concept
into practice. I don?t know
how fast a tiger really matures; if you
do, then perhaps you?ll want
to use figures that better reflect that
reality.
If the example of the tiger is subjective,
then this next example is
even more so ? because nobody really knows
how rapidly a manticore
matures, do they?
Growth stages of a manticore
Age | HD | #Att | Bite | Claws | Tail Spikes | AC |
New born | 1 | 1 | 1 | nil | nil | 10 |
1-3 mos. | 2 | 3 | 1-3 | 1/1 | 6 x 1 pt. | 9 |
4-6 mos. | 3+1 | 3 | 1-4 | 1-2/1-2 | 12 x 1-2 | 8 |
7-9 mos. | 4+2 | 3 | 1-6 | 1-2/1-2 | 12 x 1-4 | 7 |
10-15 mos. | 5+3 | 3 | 1-6 | 1-3/1-3 | 18 x 1-4 | 6 |
16-24 mos. | 6+3 | 3 | 1-8 | 1-3/1-3 | 24 x 1-4 | 5 |
25+ mos. | 6+3 | 3 | 1-8 | 1-3/1-3 | 24 x 1-6 | 4 |
Having monsters grow up gradually like
this gives you more
freedom as a DM when designing encounters.
If a single 1st-level
fighter encounters a single tiger, it
need not be a full-grown adult
tiger but could be a less powerful youngster.
This would make it
easier for the fighter to survive the
encounter and defeat the tiger ?
and, of course, this would also mean that
the fighter?s experiencepoint
award for doing so would be lowered accordingly.
Likewise, if
a group of player characters encounters
a group of monsters of the
same sort, there is no reason why all
those monsters would necessarily
have the same hit dice and damage capability.
<>
DRAGON, GREEN
MERMAID
SPRITE
THE AGING PROCESS
Now that we?ve taken monsters from birth
to maturity, it?s time to
deal with the other part of the life cycle.
The DMG provides a system for the aging
of player characters; the
handling of animals and monsters in the
campaign can benefit from
an aging system, too.
Obviously, we can?t express the effects
of monster aging in the
same terms used for characters, since
most monsters don?t have
definable scores in strength, dexterity,
wisdom, and constitution. But
what we can do is translate the effects
of aging into the characteristics
that make monsters what they are ? in
other words, hit dice,
armor class, and damage capability.
Suggested alterations to account for aging
are summarized in the
following table, which begins at the young
adult stage (where the
growth tables leave off) and proceeds
through the venerable age
category. The figures given here would
probably work best if they
are only applied to monsters of 4 or more
hit dice; statistics should
be adjusted downward (closer to zero,
or no change) for creatures of
3 hit dice or less.
Age | HD | AC | Damage |
Young adult | +d4 (d8) | -1 (30%) | +1 or +2 |
Mature | +d6 (d10) | -1 (50%) | +1 to +3 |
Middle age | +d4 (d20) | -1 (10%) | -1 to +1 |
Old | -d6 (d12) | +1 (40%) | -1 to -3 |
Venerable | -d8 (d10) | +1 (70%) | -1 to -4 |
How to use this table
Each entry in the "Hit dice" column shows
one die range as a
+positive+ || -negative- quantity plus
another die range in parentheses.
Roll the type of die indicated in parentheses;
if the result is a value
that could be obtained by rolling the
other die given, then add or
subtract that number of points from the
monster's HP total and
change the monster's HD designation accordingly,
if necessary.
As an
example, let's go back to the tiger, which "tops out" on the
growth
table at 5 + 5 HD. In other words, it will have a number
of HP
in the range from 15 through 45, and it will attack as a
6 HD
monster (according to p. 75 of the DMG).
The animal will
not grow
any larger physically, but it may gain a few hit points for
being
in the young adult age category: Roll d8, and if the result is 1,
2, 3,
or 4, then add that number to the animal's hit-point total. Also
add this
number to the tiger's effective hit-dice figure of 6, so that
the resulting
value is anywhere from 6 + 1 to 6 + 4 ? and remember
that
if the result is 6 + 4, then the tiger will attack as a 7 HD monster.
If the
d8 roll was greater than 4, then the tiger remains at 5 + 5
HD and
whatever hit-point total the animal already had (but it is
still
eligible for changes to armor class and damage by virtue of
being
a young adult).
The same procedure applies for reductions.
If you decree that a
tiger is venerable, then roll d10. If
the result is between 1 and 8
inclusive, subtract that many points from
the tiger?s maximum hitpoint
total and also adjust its effective hit
dice for attack purposes if
necessary. If a 1 or 2 is rolled, the
tiger is still effectively a 6 HD
monster; if the result is between 3 and
8, the animal is reduced to a
5 HD monster. (For a subtraction that
crosses the ?barrier? between
hit dice, consider 5 hit dice to be equivalent
to 4 + 8; in other words,
subtracting 8 from 5 + 5 yields a result
of 4 + 5.)
Under the ?Armor class? heading are given
an adjustment and a
chance for that adjustment to occur. A
young adult has a 30%
chance of having an armor class that is
one step lower (better) than
normal; a venerable animal has a 70% chance
of having an armor
class one step higher (worse) than the
usual figure.
The ?Damage? column gives suggestions
for alterations that you
can apply when you deem it appropriate
to increase or decrease the
normal damage figure (or figures, for
creatures with multiple attacks).
You may wish to rule that a monster is
not eligible for an
improvement in damage capability unless
it also gains hit points and
a benefit to armor class, or you may assign
extra damage capability
to an otherwise normal monster; it is
possible that a tiger could have
the usual number of hit dice and armor
class, but be able to do more
damage because of extra-sharp teeth or
extra-long claws.
HIGHER HIT-POINT
TOTALS
Few things are more discouraging to a
DM than placing a "terrible" monster guarding an important treasure and
then watching the
party blow it away in a few rounds (or
sooner). This sometimes
happens if the monster is handicapped
by the "glass jaw" of lower
than average rolls for hit points. You
rolled the proper number of hit
dice, and lots of them came up 1, 2, or
3. You want to be fair and go
by what the dice dictated (after all,
that?s what player characters
have to do), but you don?t feel right
about leaving things the way
they are. One obvious solution is to simply
roll the dice all over
again, but there?s no guarantee that the
second set of rolls will be
any better.
The other way to prevent this problem is
to modify how the hit
points are determined -- with the understanding,
of course, that this
tactic is only used in special situations
where a properly challenging
encounter requires that the monster(s)
be tougher than average.
There are two common methods for achieving
this goal:
1) Guarantee a better-than-average hit-point
total by using d6 + 2
or d4 + 4 for each hit die instead of
d8. This has the same effect as
rolling eight-sided dice but then re-rolling
any results lower than a
certain cutoff point ? usually 1 or 2,
but perhaps as high as 3 or 4
for certain monsters or certain situations.
2) Increase the chances of getting a tough
monster by using 10-
sided or even 12-sided dice instead of
eight-siders. Before you roll,
decide whether or not you will allow the
total to exceed the maximum
attainable with eight-sided dice; a tiger
generated with 12-
sided hit dice will have an average of
38 hit points, which seems
reasonable if a tough tiger is desired
? but if you don?t decide to cut
it off at 45 (the normal maximum), then
it could have as many as 65
hit points, and that might be going too
far. By the way, if you do
decide to allow the hit-point total to
exceed the normal maximum,
you should still keep the tiger at its
normal hit-dice figure for attack
purposes. Making a tiger with 65 hit points
that also attacks as a 14
HD monster is definitely stretching the
intent of this advice beyond
the breaking point.
A NEW DESIGN FOR DRAGONS
There's a problem in the way dragons are
handled in the rules,
but it has nothing to do with the rules
themselves. A system of one
hit point per hit die per age level is
fine, but knowing this gives
players an advantage they should not have.
The players should not
be able to calculate a dragon's hit points
and breath-weapon potential
after the first time the PC party is hit
by its breath weapon.
Alas, the rules do inadvertently allow
this sort of behavior: If the
players have discovered that a dragon
does 28 hit points of damage
with each breath that hits, then a fighter
with 29 hit points will rush
forward to get in that one last killing
stoke while on with 27 hit
points will run the other way. How to
avoid this? Try the reconstructed
dragon. as described below:
Age
level |
HP* | Breath
attacks |
Other
attacks |
1 | d2 x HD | 1 (50%) or 2 (50%) | 25% of adult |
2 | d3 x HD | 2 (50%) or 3 (50%) | 50% of adult |
3 | d4 x HD | 3 | 75% of adult |
4 | d4+1 x HD | 3 (50%) or 4 (50%) | adult |
5 | d4+2 x HD | 3 (25%) or 4 (75%) | adult |
6 | d4+3 x HD | 4 | adult |
7 | d6+4 x HD | 4 (50%) or 5 (50%) | adult +10% |
8 | d8+4 x HD | 5 | adult +25% |
* -- Also used to calculate damage each time breath weapon is used.
This system makes dragons slightly stronger
(more hit points) on
the average, gives most dragons more frequent
use of their breath
weapons, and varies claw/bite damage according
to age. (Old
dragons don?t get weaker, they get better.)
Most importantly, it
considers hit points and breath damage
separately; hit points are
rolled once, when the dragon is generated,
but damage from a
dragon?s breath weapon is rolled on every
attack instead of being a
constant number. Is all of this too much?
No, it isn?t. Consider this
example of an ancient (age level 8) dragon
with 9 HD:
The dragon will have anywhere from 45 to
108 hit points, with the
average result being 76½. Likewise,
each use of its breath weapon
will do from 45 to 108 points of damage
? but that is a variable, not
a fixed amount. The average damage of
76½ compares favorably
with the official system, where the dragon?s
breath would do 72
points of damage on each strike. (Optionally,
you can retain the
fixed calculation for hit points and still
use this system for breath
damage, if you don?t like the idea of
an ancient dragon with only 45 HP.)
After one or two encounters with these
?new dragons,? it will be
obvious to players that they can?t dictate
their characters? actions on
the assumption that the dragon will do
a fixed amount of damage
with its breath. Imagine their surprise
when an ancient dragon
breathes for ?only? 50 points of damage
in one round ? and follows
that up with a 100-point blast the next
time it opens its mouth!
M O R E TACTICS
FOR T O U G H E R M O N S T E R S
Monsters can be made more formidable,
within the context of an
adventure or an encounter, by simply taking
full advantage of the
situation. Give a monster, or a group
of monsters, a few allies.
These don't have to be henchmen, hirelings,
or slaves. They can be
unwitting or unwilling accomplices.
Let's set up a small group of manticores
in a lair. Even by themselves,
the manticores are a threat ? but they
don't exist in a vacuum.
Close to the manticore lair is a small
wooded area that serves
as home to several flocks of birds. These
birds might make a tasty
snack for manticores once in a while,
but the manticores are
intelligent enough to realize that killing
away the birds is
not in their best interest. When the birds
become silent or take to the
air as a group, it doesn?t take a genius
to figure out that they were
disturbed by the approach of someone or
something. The birds are a
simple, but effective, sort of early warning
device.
Now we?ll go one step farther and add a
wolf pack that lives
nearby. The wolves may claim some of the
food that the manticores
could get otherwise, but they also make
a good warning device as
well as being able to attack in their
own right. A group of very cunning
manticores might actually aid the wolves
(and help keep them
in the area) by bringing them food when
times are lean, or by coming
to their aid during a melee. And the wolves
might well return
the favor ? imagine how a party might
act in the middle of a ?simple
? battle with manticores when a pack of
wolves suddenly bounds
into the picture.
The general idea here is that combinations
of animals or monsters
present a more challenging obstacle to
player characters than if those
adversaries are encountered in separate
groups, and this kind of
game is more enjoyable than one in which
characters simply run a
gauntlet of one monster type after another.
MORE EQUITABLE EXPERIENCE
POINTS
A troll has 6 + 6 HD and is worth 525
XP plus 8 XP
per HP.
Thus, a weakling with 12 HP has an XP value
of
621, while a "supertroll" with the maximum
of 54 HP has an XP
value of 957. What?s wrong with that?
Well, look at it this way. The second troll
has 4½ times as many
HP as
the first but is worth only about 1½ times the XP.
The problem lies in the system, which
gives too high a
base number of XP compared to the number
of XP that are awarded
per HP.
Here's one way to remedy the situation
while retaining most of
the structure of the existing system.
A. Divide the monster's
base xp value in half and
B. then divide that
number by the maximum HP it is possible
for such a monster to have.
C. Round the result
to the nearest whole number and
D. add that number
to the "per HP" part of the XP award, and
E. then calculate
the new total.
Example one is the troll.
The base xp value is 525; half of that is
263 (rounding up on any
fraction of .5 or greater). Divide 263 by 54
(the maximum hit points
possible) and round the result to 5. Add
that to the value of 8 xp/hp
to get 13. Now the experience-point
formula for a troll is 263
+ 13/hp. A troll with 12 hp becomes worth
419 xp; a troll with 54
hp becomes worth 965 xp; and a troll with 33
hit points (the average)
is worth 692 xp. In the official system, the
figures would be 621, 957,
and 789 respectively. The revised system
awards slightly more xp
for the toughest possible troll, but gives a
much smaller award for those
that are less formidable.
For example two we?ll use
the giant squid, a 12 HD monster
with
a ?book value? of 2000 xp
+ 16/hp. Half of 2000 is 1000; dividing
1000 by 96 yields a result
of 10, so the new formula is 1000 xp + 26/
hp. Now compare the values
produced by each system:
HP | Book value | New system |
12 (minimum) | 2000 + 16 x 12 = 2192 | 1000 + 26 x 12 = 1312 |
96 (maximum) | 2000 + 16 x 96 = 3536 | 1000 + 26 x 96 = 3496 |
54 (average) | 2000 + 16 x 54 = 2864 | 1000 + 26 x 54 = 2404 |
As with the troll, the new
award for a maximum-hp squid is comparable
to the book value (this
time it?s slightly less instead of
slightly more), and again
the awards for monsters of lesser strength
are substantially reduced.
This system works well for virtually any
type of monster, and
helps to insure that player characters
don?t receive undue credit for
killing monsters that are relatively easy
to dispose of. At the same
time, it doesn?t inflate the value of
monsters at the high end of the
hit-point scale, which helps keep character
advancement under
control ? your control.
<
TEMPLATE: Growth
stages of a
Age | HD | #Att | Bite | Claws | Rear
claws |
AC |
Newborn | 1 | 1 | 1 | nil | nil | 10 |
1-3 mos. | 2 | 3 | 1-4 | 1/1 | l/l | 9 |
4-6 mos. | 3+1 | 3 | 1-6 | 1-2/1-2 | 1-2/1-2 | 8 |
7-9 mos. | 4+2 | 3 | 1-6 | 1-4/1-4 | 1-4/1-4 | 7 |
10-15 mos. | 5+3 | 3 | 1-8 | 2-5/2-5 | 2-5/2-5 | 6 |
16+ mos. | 5+5 | 3 | 1-10 | 2-5/2-5 | 2-8/2-8 | 6 |
<
TEMPLATE:
Age | HD | AC | Damage |
Young adult | +d4 (d8) | -1 (30%) | +1 or +2 |
Mature | +d6 (d10) | -1 (50%) | +1 to +3 |
Middle age | +d4 (d20) | -1 (10%) | -1 to +1 |
Old | -d6 (d12) | +1 (40%) | -1 to -3 |
Venerable | -d8 (d10) | +1 (70%) | -1 to -4 |
" Magical
creatures usually mature quickly (a year or
so at the main), at which stage they leave
the lair with full control of their abilities. "
- Dragon 130.74