List of suggestions for adding flair to monsters

I don't know about y'all, but I've said "the ferocious creature snarls, and lunges at you" about a hundred times. So out of boredom, I made this list of ways to add a bit of uniqueness, drama and personality to some of the baddies in my games.

Shapeshifting. Use a normal stat block, but any time it attacks or succeeds a skill check/saving throw, it's narratively described as shapeshifting. it changes into a lion to do a bite attack, it changes into a gorilla for a slam attack, it changes into a mouse to escape a grapple, etc.

Sound. Stomachs that gurgle with hunger, the dripping sound of saliva pooling on the ground, the scraping of disfigured and irregular teeth grinding against each other, the subtle sound of shifting dirt as the monster digs their claws into the dirt for added traction, the sound of birds cawing as they all fly away when the fighting starts, the sound of your heartbeat echoing in your chest, the wheeze of air being forced from your lungs as you get bludgeoned in the chest. Combat does not happen in a vaccuum, let the sound breathe.

Emotions other than angry. The default emotion for a fight is anger. But there's only so much shouting and snarling you can do, before things get stale. Faceless monsters with no emotion. Aloof and nonchalant enemy NPCs who think this fight is beneath them, until they're bloodied and forced to lock in. An angry character who becomes a laughing psycho after they take too many blows to the head. An arrogant enemy who panics and falls apart when they start losing. A monster that isn't actually trying to attack, but is just curiously exploring the world with their extreme size and power, and doesn't understand why everyone keeps hitting it with arrows and fireballs.

Purpose. Sometimes being driven by a purpose is more interesting than being driven by emotion.
She wore the face of a demon you pretended you didn't know.
He was the manifestation of the sins you refused to confess to.
The creature wasn't really a beast. It was a reckoning you were due for after what you did.
It was a challenge placed before you by your god, and you could feel them watching with judgement.
The monster looks around at you and your allies, and you swear you saw the lipless creature smile, confident it was going to win.

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u/Bed-After — 6 days ago

Battle sim reveals just how unreliable CR is

It's been said to death on this subreddit that CR is unreliable. But despite that, I still offer a CR calculator to newbies for getting at least a general idea of how to prepare a battle, because some info is better than none.

But I used https://battlecast.gg/ to simulate some different battles, and most went how you'd expect. But there were a few outliers that really through me through a loop. Now, a CR based encounter calculator will tell you a CR 10 monster is a "deadly" encounter for a lv 6 party of 4. Meaning there's high chance of one player dropping to zero HP. And on paper, that sounds reasonable. But then I tested it.

I put a lv 6 wizard, cleric, rogue, and fighter against a CR 10 young red dragon, and after 100 sims, it came out to a roughly 50% win rate. Meaning, half the time, it ended in a TPK. Forget deadly, that's apocalyptic. Why in god's name is a young red dragon only CR 10???

But I ran the same 100 sims against a CR 10 Stone Golem, and it spat out a 100% win rate for the party. I tried changing some variables, like putting the wizard in melee, and putting the fighter and rogue 60 ft away, and that brought the success rate down to 97%. So I decided to watch a simulated battle. As long as the wizard gets out of the way, and the cleric healbots, it's just mathmatically impossible for the Stone Golem's slam attacks to deal more damage than a cleric can heal. I changed the cleric to a Barbarian to eliminate healing, and that just meant the Stone Golem got dogpiled harder, and died faster, but there was a 50% chance of the barbarian dying.

The standard for a CR cannot range from 50/50 chance to TPK, all the way to a 100% winrate with a 50/50 shot of one player dying if you forgot to bring healing spells. The CR system isn't just bad, it's borderline USELESS.

u/Bed-After — 25 days ago
▲ 20 r/DnD

Ghosts of Saltmarsh: Ghost pirates! Ghost pirates! Ghost pirates! Ship combat! Woooooooo!

Out of the Abyss: First 5 sessions: "OH FUCK WE'RE IN THE UNDERDARK! We need to get out, get out, get out, OH MY GOD WHAT IS THAT THING???? IT'S SO BIG AND UGLY!!! AAAAAAAAH!!!!" 10 sessions later "If one more drow is an asshole to me, or I get bit by one more spider, I'm burning this entire underground city to the ground!!!!"

Water Deep Dragonheist: Thieves! Stealing! Factions! Intrigue! Sabotage! "God this city is big", "Is that faction leader a Beholder?????" It's A rogue's wet dream and a bard's drenched dream!

Curse of Strahd: Strahd incel who can't take no for an answer. Also, justice for the mongrelfolk!!!!

Edit: moving the CoS review from the top to the bottom, because no one is responding to anything but the CoS review XD

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u/Bed-After — 1 month ago

Game: 4M: Martials, Mutants, Manipulators, and Mages

Date/Time: May 12th 2pm CST

Length: One-shot, sorting players for a potential campaign

Format: Play-by-Post (AKA text based for anyone unfamiliar with the term)

Purpose: To filter through potential new candidates to join an existing table of former veteran D&D players, who will all be doing a 4M campaign. Accepting up to 5 players for the one shot, accepting 1-2 players for the campaign.

Gameplay style: Big, high damage, swingy fights, that only last 3-4 rounds. Roleplay comes before the rolls to persuade/decieve. Being invested in your PC's character arc is a non negotiable must. Low on traps/puzzles. Little to no focus on romantic relationships.

Campaign Theme: American revolution, eldritch horrors, freedom and liberty, facing impossible odds and refusing to give up

Note: Absolutely no murder hobos, edgy antisocial loner characters, or confrontational players. The rules are a frist draft and can be negotiated, but once a final ruling comes down at the table, save all disputes for after the game. Table is LGBT friendly.

Reply for more info about the rules, and an invite

reddit.com
u/Bed-After — 1 month ago
▲ 2 r/TabletopRPG+1 crossposts

Game: 4M: Martials, Mutants, Manipulators, and Mages

Date/Time: May 12th 2pm CST

Length: One-shot, sorting players for a potential campaign

Format: Play-by-Post (AKA text based for anyone unfamiliar with the term)

Purpose: To filter through potential new candidates to join an existing table of former veteran D&D players, who will all be doing a 4M campaign. Accepting up to 5 players for the one shot, accepting 1-2 players for the campaign.

Gameplay style: Big, high damage, swingy fights, that only last 3-4 rounds. Roleplay comes before the rolls to persuade/decieve. Being invested in your PC's character arc is a non negotiable must. Low on traps/puzzles. Little to no focus on romantic relationships.

Campaign Theme: American revolution, eldritch horrors, freedom and liberty, facing impossible odds and refusing to give up

Note: Absolutely no murder hobos, edgy antisocial loner characters, or confrontational players. The rules are a frist draft and can be negotiated, but once a final ruling comes down at the table, save all disputes for after the game. Table is LGBT friendly.

Reply for more info about the rules, and an invite

reddit.com
u/Bed-After — 1 month ago