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Monster building rules #195

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42 changes: 26 additions & 16 deletions rulebook/src/worldspeakers/encounters.md
Original file line number Diff line number Diff line change
Expand Up @@ -79,20 +79,30 @@ Also consider current narrative arc, quests and goals players have.
8. Triggered events that change the fight over time.
1. Design a clear trigger and clear effect.

## Monster Building
## Selecting monsters

1. Select a total number of turns: should be within 1 of the players.
1. Divide these turns across the monsters in the combat.
2. Set life totals: 25 * turns per round.
3. Set proficiency bonus to within 1 of the players.
4. Set attributes: total should be 5 + 2 * proficiency bonus.
1. Total pool is increased
5. Build or choose base arms and armor.
1. One set of arms, one set of armor.
6. Choose affixes such that enchantment point total is equal to 2 * proficiency bonus.
1. These can be discovered by the players if they win!
2. Consider drawing from font's pool of affixes.
3. Some affixes are monster-only: they don't make sense or are broken on players and are excluded from the pool players can gain.
7. Build or choose 3 powers. Can replace one power for an extra set of arms.
1. Same balance as player powers: 1 essence = 1 AP.
2. Try to avoid spending more than 3 essence per turn on average to limit burst.
Select a group of monsters for the players to fight.
For rules on how to make your own monsters, see [monster building](monster-building.md).

Choose your monsters based on the narrative experience you want to create, freely reflavoring premade monsters to match your needs.
Then, set the difficulty of the fight by selecting both the tier of each monster and the total number of turns of the enemy group.

Groups of monsters scale in two ways:

1. Tier: increased complexity and power
2. Turns: improved action economy and base life

The tier of the monsters should generally increase as the players level up: a tier equal to the players' proficiency bonus is considered fair.
The number of turns that a monster has should generally increase as the party size: turns equal to the number of players is considered fair.

Remember that powerful monsters can take more than one turn per round: this is a great way to handle leaders and boss monsters.

Note that a "genuinely fair" fight is very hard by the standards of TTRPGs!
If the worldspeaker is playing to win, the party should expect to be defeated about half of the time.
While a defeat does not and should not always mean a full party wipe, this level of intensity can be too high for many parties.
Work with your table to find a level of difficulty that matches what they're looking for!
In some campaigns, a "realistic" approach to combat encounter difficulty can be great for immersion and encourage problem solving:
sure that eldritch god would kill your level 1 party immediately, I hope you have a better plan that to hit it.

While you generally want to be within a point or two of the party for both tier and number of turns,
reducing tier while increasing the number of turns (or vice versa) can make for a memorable combat experience once in a while.
70 changes: 70 additions & 0 deletions rulebook/src/worldspeakers/monster-building.md
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# Building Monsters

## Monster Attributes

Like players, monsters have the following attributes:

1. Life
2. Essence
3. Attributes
4. Skill proficiency (3)
5. Proficiency bonus
6. Basic attack and special attack bonus
7. Basic defense and special defense

They are primarily defined by:

1. Features
2. Powers
3. Arms and armor
4. Motivation
5. Spell card

However monsters do not have:

1. Exhaustion
2. Access to the Essence Tap feature
3. Death's door(?)
4. Exploration-focused powers or features
5. Ideals

## Scaling monsters

Each monster can scale in two ways:

1. Turns per round (scales with number of players to produce a balanced action economy)
2. Tier (scales with player proficiency bonus to keep parity in features and statistics)

Scaling turns per round increases:

1. The number of turns taken in each round
2. Max life (?)
3. The number of powers known (2 + 1/2 turns per round)

It may also unlock a spell card!

Scaling tier is somewhat more complex, increasing:

1. Attributes (5 + tier)
2. Proficiency bonus (tier)
3. Number of features (tier)
4. Gear point total on arms and armor (2 * tier)

## Spell Cards

Spell cards are powerful, once-per-fight effects.
Each monster has an associated spell-card: it unlocks only if the number of turns per round is greater than half the number of players.

## Monstrous Features

Montstrous features work just like player features, and are intended to be equivalent power to feats and non-capstone class features.

Many simple options exist, and when designing a monster, you should generally be quite mindful of the complexity budget.
Stick to one or two interesting and self-synergistic ideas about how a monster will fight.

Unlike for players, monster have access to negative features.
When a negative feature is taken, the monster may take an additional feature to compensate.

## Monstrous Powers

These work just like players.