This post is
the result of a
request made on Reddit, asking for more information on designing Dungeon
Crawl Classics monsters. While I would argue that this process is more
of an art than a science, it is an art which, like all arts, is informed by
rational principles. I’m going to break down the statblock first, and then talk
about general design principles. Well, that’s the theory. As you will see, some
general design principles are embedded in the statblock itself.
The Statblock
Init: Generally, human values run
from -3 to +3. The easiest thing to do is to have an Init of +0. That way, when
you roll the die in front of the players, what they see is what they get.
However, if you have a monster which is known for speed, such as a cobra,
increase the value to reflect that. For slower monsters, decrease the value.
You are allowed to say “always first” or “always last”.
Remember, slower
monsters are less likely to get attacks in before they are ganged up on
by the PCs, but a slower monster with good defenses, or that is likely to get a
surprise round, can be terrifying!
Atk: This is an easy one. List
the kinds of attacks the creature can do, and then give them damage values. Weapon ranges for damage are a pretty good
starting point when determining what damage you should assign. Give bonuses (or
penalties) for Strength as seems appropriate to you.
You will
note a tendency to give the best attack bonuses to the attacks that do the most
damage, at least when you examine creatures in the core rules. If you are going
to do that, consider upping the creature’s Action Dice so that the secondary
attack(s) get used. Another way to go is to make the less damaging attack more
likely to hit, or to include some special effect, so that the judge (playing
the monster) has a real decision to make about which attack(s) to use.
Ranged
attacks make a creature far more dangerous, if it can choose a location that
takes advantage of them!
Attack
bonuses also have a synergy with Action Dice to define a creature. More on that
later.
AC: How hard is it to hit this creature? Dungeon
Crawl Classics uses static AC bonuses for various types of armor,
starting with a base AC of 10. This should make choosing an AC simple. Equal to
leather armor? That is AC 12. Full plate? AC 18.
AC can also
be affected by things like size (small things are harder to hit, but big things
might be harder to hit in a meaningful way if they are big enough), ability to
dodge, and special qualities like being semi-corporeal. Make these factors
clear in your monster description, if you can. That way, the players know why
they are missing, and might be able to Mighty Deed or use a spell to alter the
situation.
HD: You have two decisions to
make here – how many Hit Dice, and what type of die. These decisions actually
matter, because Hit Dice are ties to both hit points and critical hits. They
may also interact with spells that affect creatures on the basis of their Hit
Dice.
Imagine that
you want a 26 hp creature. You could make this creature have 9d6 HD, for
instance, or 1d50. The first creature’s
critical hits will be far more devastating than those of the second creature.
One is M/d14, the other M/d6. The creature with 1d50 HD is also far more
susceptible to spells which specify how many Hit Dice of creatures they affect.
You are
strongly encouraged not to bloat the hit points of various creatures
unnecessarily. DCC combat is fast and loose; don’t make every combat a slog!
But see also
Action Dice, below, because there is a strong synergy between Action Dice and
Hit Dice.
MV: An unarmored human moves at
30’, a dwarf or Halfling at 20’, and a horse at 60’. Gauge your monster’s speed
by these benchmarks. It may also have one or more unusual movement speeds: fly,
climb, swim, burrow, etc.
If converting
from a game where the average human speed is 120’, divide by 4 and round to the
nearest 5’.
Act: Here we get into some of
the niftiest ways to play with DCC monster design. They don’t apply to every monster, but when
they do, they are useful. The basics for Action Dice are 1d20, with a critical
hit occurring on a natural 20.
Multiple Dice: If you have more than
one attack method, you can use multiple Action Dice to ensure that weaker
attacks also get used. Action Dice can be used for movement as well, so a
creature which is designed to move-attack-move could have two Action Dice. The
description should tell the judge what behavior is expected.
Larger Dice: If you want a creature to
get criticals a lot more often, consider using d24 Action Dice, with criticals
occurring on a 20-24. This is how giants work. Even with a low (or non-existent)
bonus to attack rolls, the creature can be horrendously effective.
Smaller Action Dice: A Halfling using
two weapons gets a critical hit on a natural 16. That is not a normal thing. By
dropping a creature’s Action Dice to 1d16 or lower, you can prevent it from
gaining critical hits at all. This allows a cool synergy with attack bonuses –
a creature with Act 1d16 but an attack bonus of +8 is going to hit almost every
time, but it is never going to do more than its normal damage because of a
lucky swing. This is a good option for small creatures where, in general,
critical hits are unlikely to happen.
Synergy With Attacks: By shifting the
Action Die up or down, one can alter the attack bonus to make hits more or less
likely to succeed. What this really does is adjust the chance of a critical hit….from
very likely to impossible, as you see fit.
Synergy With Spells: As with dragons,
you can have an additional Action Die that can only be used for spells. This
allows you to determine how likely the spell is to go off, and how powerful it
will be when it does. Casting bonus is also important, obviously, but even with
a high bonus, the chance of a natural “1” becomes increasingly greater the
smaller the Action Die. You can have a creature which casts 1st
level spells, for instance, using 1d3 with a +9 bonus. The spell goes off,
weakly, 1/3rd of the time, is
lost 1/3rd of the time, and has serious potential problems 1/3rd
of the time.
Synergy With Hit Dice: Remember that type of Hit Dice determines what size
of die is rolled when a critical hit occurs, while size of Action Die determines how likely a critical hit is to
occur. If you want a monster that has horrendous criticals, consider “HD 10d3;
hp 15” as a real possibility. That same monster is just harder to defeat with color spray if it has 1d16 for Action
Dice, and is extremely likely to cause a critical hit if it has 1d24.
SP: Special abilities include
infravision, bonuses to specific checks, and just about anything the judge can
think of. A number of things that come up in General Design Principles, below, deal with special abilities. Did
you give your creature some cool “Death Throes”? If so, include it here so that
you don’t forget when you run the encounter.
SV: Saving throws. You can use a general
law of averages, and divide up (say) 3 points of bonus per Hit Die, but that is
rather boring. The better way, in my opinion, is to consider that an average
gong farmer has +0 to each save, and then consider how much better (or worse)
your creature is from that. You can also say that the creature should save like
a 6th level warrior and look up those saves.
What do you
want your creature to be susceptible to? What makes the most sense? Remembering
that Will saves are tied to morale in DCC, it is completely okay to make a
creature immune to mind-affecting magic as a special ability, but give it a
penalty to Will saves because it is also cowardly.
AL: Weird Lovecraftian monsters, and things
that disrupt the natural order are typically Chaotic. Things that are well
organized tend to be Lawful. If you can’t decide, the odds are that it can’t
either – Neutral is your friend.
General Design Principles
Really, this
is nothing more than asking “How do I come up with cool ideas for new
creatures?”
First off,
there are tables in the Dungeon Crawl Classics core rulebook
for making monsters mysterious – use them! That bit about “Death Throes” in the
core rulebook? That is gold – use it!
Secondly, if
you don’t have a copy yet of The
Random Esoteric Creature Generator – buy one! Spend an afternoon or
three just rolling up random creatures. You are not turning them into DCC
monsters yet, and you are not deciding how to use them. You are just filling a
few pages in a notebook.
And then,
when you have done that, start deciding how to put the pieces together. Again,
you are not devising encounters yet. You are just making a stable of
interesting beings – some of which may not even be monsters in the traditional
sense – to spur your creativity.
Third, when
you are reading some fantasy or science fiction novel (in Appendix N or
otherwise), keep a notebook by your side. Jot down quick stats for the
creatures you encounter. Some of these you might want to revise later for your
own adventures. If you encounter an interesting idea, write it down! The very
act of doing so will make it more likely to come to mind when you are stuck for
ideas.
Finally,
here are three things to keep in mind:
What’s the worst that can happen?
Really
consider that question. And then make it happen…or, at least, make it possible
that it can happen, and make sure the players realize that it is possible even
if it never actually occurs. My first
published DCC work includes a monster that can pull the skeleton out of
your body while leaving you alive. Give some honest thought about what would
terrify you. Make it possible.
Target something other than Hit Points.
Hit points
exist as a buffer protecting your PC from harm. Not every attack should target
hit points. A 1st level and a 10th level character are
not that far apart when Agility damage slowly turns you to stone.
And the
thing being targeted doesn’t have to be a statistic within the ruleset. You don’t
have a stat for having your brain stolen by mermaids
from Yuggoth, but that doesn’t mean it can’t happen.
Monsters don’t play by the rules.
In some
ways, rules mastery can be a hindrance to creating cool critters. Instead of
thinking “Here is a great idea. How can I make it work within these rules?” the
poor designer ends up thinking “What can I design with these rules?”
Putting
the rules before the design is a serious mistake. All it can do is limit your
creativity.
You can get
around this kind of thinking by taking creatures from very different games and
converting them to Dungeon Crawl Classics. The less direct rules conversion you
are doing, the better. Your goal here is to allow the idea of the monster to
take precedence over the game statistics. Then, and only then, do you consider how that
idea interacts with the game mechanics that you are using.
For
instance, imagine that you are converting a creature from a game system with
mana-based magic, and that this creature consumes the mana of spell casters.
That idea – that it is consuming not only magical energy, but the magical
energy that fuels spells – is the important thing to keep in mind. DCC wizards
don’t use mana, but they do use Action Dice to cast spells. Perhaps a
successful attack from this creature should reduce the die used to cast spells?
And perhaps this loss takes time to heal – the die increases by +1d per night
of rest until it is its normal value?
Here’s an
example of the “Potted Plant” converted from the Munchkin card game!
Conclusions
I would be
remiss if I didn’t point out the tools on People
Them With Monsters, or the excellent Monster
Extractor Series by Inner Ham. More example monsters than you can shake
a stick at can be found at Appendix M or on
this blog.
Dungeon
Crawl Classics gives you a surprising number of dials for the creation
of monsters, as examination of the statblock shows, but those dials are almost
all fairly intuitive. It is by trying to imagine the monster as a whole,
outside the rules, where truly unique creatures begin to appear.
Feel free to
ask questions in the comments. I will do my best to answer them. I’ve enabled
some level of comment filtering because of the proliferation of spam, but I
guarantee that any non-spam comments will be allowed through!