One of the first things I noticed about monsters in 13th Age (which is still available for preorder
as far as I know, but there are something like less than 20 Escalation
Edition orders left) is that the monster stat blocks, while wonderfully
simple (a GM's dream come true!) lacks any reference to a monster's
attribute scores. What happens when it makes sense in the fiction for a
character to make an opposed Dex, Str, etc. check against a monster?
Rolling
against the DC for your environment is perhaps the simplest solution,
but there's something about opposed rolls that really captures the feel
of "this guy vs. that guy." Besides, what about opposing the Int of a
really dumb ogre, or the Str of a tiny kobold? The normal DCs might be a
bit too high for that (though opposing the ogre's Str or the kobold's
Dex could easily work by boosting the DC to the hard value for the
environment). Perhaps it's an aesthetic thing, but I'd really prefer
that the numbers come from the monster than the environment. And it's
not that complicated to derive these scores.
For Str, Dex, Con checks, roll 1d20+(PD-10)
For Int, Wis, Cha checks, roll 1d20+(MD-10)
Optional Modifiers
Depending
on which attribute your modified defense is standing in for, feel free
to apply a +4 or -4 bonus/penalty (if it's worth adjusting the effect
should be big enough to be noticeable, so just stick with +/- 4). For
example, a kobold is agile but small and fragile, so a Dex check
modifier might be [PD-10+4], whereas a Str check modifier might be
[PD-10-4], or you might simply not apply the penalty. The goal here is
simplicity, since attribute checks probably won't come up too often for
monsters.
Why This Works
Think
about how a player's MD/PD are determined. You use the base value for
your class (10-12, which once the 10 is subtracted out will correspond
to a 0 to +2 "background" point value). Then you add the median of your
3 relevant ability scores, and of course your level gets added as
well. Monster PD/MD is quite a bit simpler to determine (one only has
to look at the chart), but the numbers are fairly consistent with what
you might expect compared with the method used for PCs.
So in summary, PD/MD is essentially 10+[better/lesser bonus]+[attribute]+[level]
Similarly, a skill checks boils down to 1d20+[background]+[attribute]+[level]
All
you really have to do is substitute a d20 roll for 10 (which itself is a
substitute for an assumed average d20 roll; think of it as turning an
opposed attack vs defense roll into a single roll (attack) compared
against a target number). The better/lesser bonus baked into the
defense numbers is roughly comparable to the bonus a PC might get from a
background (even if not exactly, it's not worth further complicating
matters since this proposed system has the benefit of simplicity).
Attribute modifier and level are already both accounted for. Finally,
the optional modifier allows a GM to very easily tweak the numbers
on-the-fly when the final results don't quite match up with
expectations.
Example
Now let's apply this
to a monster from EE6 - the Kobold Hero. His bonus for opposed
Str/Con/Dex would be +6, while Int/Wis/Cha would be +2.
So
what kind of challenge is this little kobold supposed to present to a
party of heroes? The agility of kobolds is pretty well-established, so
he should be pretty comparable to a 2nd level Rogue. The Rogue would
get a +6 (assuming an 18 Dex) even without any backgrounds, which he
would probably have if a Dex check is involved. Depending on the reason
for the roll, that +4 optional bonus might be worth applying. After
all, Kobolds are already Evasive and good with traps, so they deserve a boost when it comes to tasks that require quick reflexes or when dealing with traps.
On
the other hand, kobolds are known to be pretty weak, relying on
overwhelming numbers and craftiness instead of physical strength. Plus
they're small, probably even smaller than Halfling PCs. A +6 for
opposed Str checks doesn't seem quite right, so we'll apply that -4
penalty without much hesitation.
The mental attributes
probably aren't worth messing around with too much, but I'd definitely
apply the +4 bonus if the roll involved traps or dirty tricks of some
kind, and I might apply a +4 bonus to Cha rolls when dealing with
kobolds (since the kobold hero is a leader), but a -4 bonus when dealing
with almost everyone else (since few folk like kobolds).
Conclusion
This
system has the advantages of using the monster's own existing
statistics for opposed rolls without crowding up the stat block with
ability scores, as well as being extremely simple to apply. As a GM
you're doing 2 things: subtracting 10 from either PD or MD, and then
tweaking that result with a +/- 4 to ensure the end result is consistent
with expectations.
How I love transparent math.
Originally posted on my own blog, The Chamber of Mazarbul.
Author Introduction
Seeing as this is my first post here, I should probably use it to introduce myself. My name is Brian, and I've mostly been doing seasonal work, broadly in the field of ecology, since completing my degree in biology from a small liberal arts college. I have a lot of hobbies and interests, including science, backpacking, birding, craft beer, and of course tabletop RPGs (among other things). I tend to get mildly obsessed with the things that interest me, and this has often opened even more doors, such as learning to sew my own backpacking gear and thinking about game design of systems that I haven't even played.
On the topic of gaming, I started in high school with the third edition of D&D. I continued on with 3.5, and for the longest time my lack of exposure maintained my assumption that 3.x was just the way that tabletop RPGs worked. 4E opened my eyes into a whole new world of possibilities, and eventually I strayed beyond the realm of D&D altogether. Which brings us to 13th Age. The attitude espoused by Jonathan and Rob that the game should suit the group, and elements from different sources should be incorporated, is exactly what I love about tabletop RPGs (and something that few designers put such a big emphasis on). The more you read, and the more familiar you are with alternative systems, the stronger your game will probably be. You begin to understand that there are different ways of doing things, which will have different effects on style, aesthetics, etc., and the intent of the rules will become more clear. 13th Age seems to embrace that concept more than most (designer sidebars explaining why certain things are the way they are), and I think that this blog will continue in that tradition. That's my goal, at least. I love explaining why I did things a certain way, and I'd love to hear comments on how things can be improved and tweaked!
This is actually quite great. Extremely useful stuff, here!
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