Monster Stats in Modules
- DangerDwarf
- Maukling
- Posts: 5284
- Joined: Sat May 27, 2006 7:00 am
- Location: East Texas
Monster Stats in Modules
I know not everyone does it, but there are some of us who still award XP pretty much by the book. ONe thing that I really wish C&C would do is add the XP value to critter stats in modules. It makes the CK's job far easier AND you can award XP pretty much immediately when a session ends.
That was one of the best aspects of 2nd Edition modules.
I know a variety of folks write modules, but its just something to keep in mind. It allows the CK to quickly and painlessly keep a running XP total as the game goes without having to do any extra work. Players are happy too when they crawl up out of the dungeon and the CK says, alrighty that'll be 678Xp each.
That was one of the best aspects of 2nd Edition modules.
I know a variety of folks write modules, but its just something to keep in mind. It allows the CK to quickly and painlessly keep a running XP total as the game goes without having to do any extra work. Players are happy too when they crawl up out of the dungeon and the CK says, alrighty that'll be 678Xp each.
You know something, DD, I've had that thought a time or two.
R-
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
R-
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
A simple solution would be this... list both!
Say the critter has 5 d8 hit dice. it could be listed as
HD 5(d8) (24 hp)
so the CK running it can have the critter have 24 hp, or modify or roll as they like or need.
THen the listing ends wiht the standard X +5 (X=120)
basically, just do the math for the "standard" or prespecified HP ahead of time.
clear like mud? sound good?
Say the critter has 5 d8 hit dice. it could be listed as
HD 5(d8) (24 hp)
so the CK running it can have the critter have 24 hp, or modify or roll as they like or need.
THen the listing ends wiht the standard X +5 (X=120)
basically, just do the math for the "standard" or prespecified HP ahead of time.
clear like mud? sound good?
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
- DangerDwarf
- Maukling
- Posts: 5284
- Joined: Sat May 27, 2006 7:00 am
- Location: East Texas
For ease of reading and format I'd just like to see the XP figured (not the X+5/HP). If I choose to adjust the HP's I'll likely still keep the same XP value for expediaency sake. The difference in the long run is negligible (and why I prefer 2nd editions standard Xp value for a critter).
But either way is better than the current method of having to check M&T for XP values.
But either way is better than the current method of having to check M&T for XP values.
- Fiffergrund
- Lore Drake
- Posts: 1082
- Joined: Thu Mar 30, 2006 8:00 am
- Location: Toronto, Ontario
- Omote
- Battle Stag
- Posts: 11560
- Joined: Wed May 03, 2006 7:00 am
- Location: The fairest view in the park, Ohio.
- Contact:
Get yosef some math skillz and watch your ex-pees multiply!
-O
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
-O
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
- Troll Lord
- Greater Lore Drake
- Posts: 3232
- Joined: Thu Mar 30, 2006 8:00 am
Re: Monster Stats in Modules
DangerDwarf wrote:
I know not everyone does it, but there are some of us who still award XP pretty much by the book. ONe thing that I really wish C&C would do is add the XP value to critter stats in modules. It makes the CK's job far easier AND you can award XP pretty much immediately when a session ends.
That was one of the best aspects of 2nd Edition modules.
I know a variety of folks write modules, but its just something to keep in mind. It allows the CK to quickly and painlessly keep a running XP total as the game goes without having to do any extra work. Players are happy too when they crawl up out of the dungeon and the CK says, alrighty that'll be 678Xp each.
That honestly never crossed my mind....but that's a pretty good idea.
Steve
_________________
The High Lord, Coburg the Undying
He who sits on the elephants back
Castle and Crusade Society
troll@trolllord.com
_____________________________
He Who Sits on the Elephants Back
The Troll Lord
Steve Chenault, President & CEO of Chenault & Gray Publishing, Troll Lord Games
He Who Sits on the Elephants Back
The Troll Lord
Steve Chenault, President & CEO of Chenault & Gray Publishing, Troll Lord Games
M&T should also include the average XP values for monsters, based on average HP, to ease the awarding times -- for example, a creature worth 5 + 3 (weird, I know) with 2d8 would have an average of 9 HP, so it would total 5 + (3*9) = 32.
_________________
If it matters, leave a message at the beep.
Serl's Corner
_________________
If it matters, leave a message at the beep.
Serl's Corner
- moriarty777
- Renegade Mage
- Posts: 3735
- Joined: Fri Jul 07, 2006 7:00 am
- Location: Montreal, Canada
DangerDwarf wrote:
For ease of reading and format I'd just like to see the XP figured (not the X+5/HP). If I choose to adjust the HP's I'll likely still keep the same XP value for expediaency sake. The difference in the long run is negligible (and why I prefer 2nd editions standard Xp value for a critter).
But either way is better than the current method of having to check M&T for XP values.
While I am inclined to agree with you with regards to the inclusion of such information, I would actually rather something like 'X+5 (Y)' where Y is the amount for the critter as written. That way, if you are someone who does tweak the hitpoints for various encounters, you can still use X+5 to figure it out without having to look in the M&T if your the type of CK that prefers to do it that way.
In terms of experience for monsters and treasure, I tend to go with the book. I then award other experience for other things on top of that for things like quest objectives and role-playing.
M
_________________
"You face Death itself in the form of... 1d4 Tarrasques!"
Partner to Brave Halfling Publishing
http://www.arcanacreations.com
[quote="moriarty777]
While I am inclined to agree with you with regards to the inclusion of such information, I would actually rather something like 'X+5 (Y)' where Y is the amount for the critter as written. [/quote]
BINGO! This is my favorite solution as well.
While I am inclined to agree with you with regards to the inclusion of such information, I would actually rather something like 'X+5 (Y)' where Y is the amount for the critter as written. [/quote]
BINGO! This is my favorite solution as well.
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
- DangerDwarf
- Maukling
- Posts: 5284
- Joined: Sat May 27, 2006 7:00 am
- Location: East Texas
Re: Monster Stats in Modules
Troll Lord wrote:
That honestly never crossed my mind....but that's a pretty good idea.
Steve
Since I'm sitting here scarring up one of my modules, writing down all of the Xp values of the critters inside....
I really hope you guys consider this.
DD, I'm writing my Brave Halfling modules with this XP convention... just for you.
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
- Coleston the Cavalier
- Unkbartig
- Posts: 880
- Joined: Mon May 01, 2006 7:00 am
- Location: Herrin, IL
- Contact:
- DangerDwarf
- Maukling
- Posts: 5284
- Joined: Sat May 27, 2006 7:00 am
- Location: East Texas
Anything that Atomic Clock Enterprises (tm) produces that would need such a thing will have it available, as well, simply because I'd rather the Castle Keeper make immediate use of it, and not have to have a calculator in the pocket.
_________________
If it matters, leave a message at the beep.
Serl's Corner
_________________
If it matters, leave a message at the beep.
Serl's Corner
- DangerDwarf
- Maukling
- Posts: 5284
- Joined: Sat May 27, 2006 7:00 am
- Location: East Texas
