I am currently DMing a campaign where my players are monsters with stat blocks, and have devised a pretty good system (At least, it seems to be) and thought I would put this up here for anyone who wanted to play a game like this or give me feedback.
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Why do ships ship cargo and cars carry shipments? Why do we have fingertips but not toetips and can tiptoe but can't tipfinger. These are all the questions of the universe.
My idea was basically that I make CR like a "level" starting at CR 1 and gaining it when appropriate. You can choose the appearance of your monster and get some basic stats:
2 hit die per CR level
Hit die: d8
AC: 10+dex
Abilities: Point buy/Rolled/Standard array
Proficiencies: 4 skills and 2 saving throws.
Attacks: A basic attack that deals 1d6+str mod damage (can be bludgeoning, slashing or piercing). The amount of die scales like a cantrip would.
Then you had a thing called "Monster points" and you started off with 4 and gained 2 every CR level (So 6 at CR 1)
Monster points could be used to unlock abilities e.g. faster movement, multiattack, cunning action, swim speed, climb speed, upgrade hit die, upgrade damage die, ASI, +2 from natural armor etc. There would be lots of monster abilities you could unlock, with some costing 1 point, some costing 2 points, and some costing 3 points (like a fly speed or magic resistance).
This allowed the players to completely customize their monster, and have a fun system that works like leveling up. Enjoy!
Rollback Post to RevisionRollBack
Why do ships ship cargo and cars carry shipments? Why do we have fingertips but not toetips and can tiptoe but can't tipfinger. These are all the questions of the universe.
I could imagine using this for our single player Life Arc games where we go through a character's almost entire life in a weekend. The only sort of rule for those campaigns is that in one way or another, the character will end up shaping the world's history or becoming a legendary historical figure. Sometimes good, sometimes evil. So it's like a world building game where the character become really strong.
Obviously we have to keep progress smooth and dynamic. We follow mechanics very loosely and use lots of Time Skips. But still, traditional level progress can be tricky when you go from level 11 to 15 in one level up. :P
This kind of a system would fit very well, because DnD is not normally good for single player games.
If you have some sort of a more detailed document for this mod, I'd like to test it. :)
I don't I am afraid. A way to make one though is just go through all the monster traits in the dms guide (Under creating a monster) and sort them by power. For example, legendary resistance might be 3 points per use and minimum cr 12 or something.
Rollback Post to RevisionRollBack
Why do ships ship cargo and cars carry shipments? Why do we have fingertips but not toetips and can tiptoe but can't tipfinger. These are all the questions of the universe.
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I am currently DMing a campaign where my players are monsters with stat blocks, and have devised a pretty good system (At least, it seems to be) and thought I would put this up here for anyone who wanted to play a game like this or give me feedback.
Why do ships ship cargo and cars carry shipments? Why do we have fingertips but not toetips and can tiptoe but can't tipfinger. These are all the questions of the universe.
My idea was basically that I make CR like a "level" starting at CR 1 and gaining it when appropriate. You can choose the appearance of your monster and get some basic stats:
2 hit die per CR level
Hit die: d8
AC: 10+dex
Abilities: Point buy/Rolled/Standard array
Proficiencies: 4 skills and 2 saving throws.
Attacks: A basic attack that deals 1d6+str mod damage (can be bludgeoning, slashing or piercing). The amount of die scales like a cantrip would.
Then you had a thing called "Monster points" and you started off with 4 and gained 2 every CR level (So 6 at CR 1)
Monster points could be used to unlock abilities e.g. faster movement, multiattack, cunning action, swim speed, climb speed, upgrade hit die, upgrade damage die, ASI, +2 from natural armor etc. There would be lots of monster abilities you could unlock, with some costing 1 point, some costing 2 points, and some costing 3 points (like a fly speed or magic resistance).
This allowed the players to completely customize their monster, and have a fun system that works like leveling up. Enjoy!
Why do ships ship cargo and cars carry shipments? Why do we have fingertips but not toetips and can tiptoe but can't tipfinger. These are all the questions of the universe.
The sidekick rules in Tasha’s help with that.
I like that ! Seems like a lot of fun !
My Homebrew: Spells Subclasses
Sounds really fun!
I could imagine using this for our single player Life Arc games where we go through a character's almost entire life in a weekend. The only sort of rule for those campaigns is that in one way or another, the character will end up shaping the world's history or becoming a legendary historical figure. Sometimes good, sometimes evil. So it's like a world building game where the character become really strong.
Obviously we have to keep progress smooth and dynamic. We follow mechanics very loosely and use lots of Time Skips. But still, traditional level progress can be tricky when you go from level 11 to 15 in one level up. :P
This kind of a system would fit very well, because DnD is not normally good for single player games.
If you have some sort of a more detailed document for this mod, I'd like to test it. :)
Finland GMT/UTC +2
I don't I am afraid. A way to make one though is just go through all the monster traits in the dms guide (Under creating a monster) and sort them by power. For example, legendary resistance might be 3 points per use and minimum cr 12 or something.
Why do ships ship cargo and cars carry shipments? Why do we have fingertips but not toetips and can tiptoe but can't tipfinger. These are all the questions of the universe.