A
discussion of trick monsters
WOTC's new Owlbear, lovely plummage, same bloody beak |
Occasionally one hears table-top RPG players discuss trick
monsters, usually with a bit of disdain or annoyance. Things like Nilbogs (with their reverse
everything mechanic) and the various monsters that conceal themselves as treasure
or harmless dungeon dressing (mimics, trappers, lurkers above) are classic
examples of ‘stupid’ or ‘silly’ trick monsters and get a share of disgust and
annoyance. Yet the trick monster is the
mainstay of computer RPGs these days (especially the more action oriented ones)
and can be a great deal of fun.
Basically a trick monster is an adversary that the players must think up
a special way of defeating beyond simply squaring their avatar’s shoulders and
having some luck with the dice and this provides the basis for a fun encounter.
Trick monsters aren't a bad thing, it feels good from the player side of things to defeat
a monster that does something tricky, either through figuring out a puzzle or because
it’s at least different than doing things the standard way. The key to making a good trick monster is to
make it something that either provides a warning, or a context that is itself a
warning. How subtle or overt these
warnings must be relates to the players and the GM in question. Still a trick monster without warning or
worse one that gives false clues, is not fun - these are gotcha monsters as
opposed to trick monsters. Even the
Nilbog isn’t like this despite it’s silliness, you cut it with a sword and it
looks healthier, meaning there is a quick way to figure out what's special about the horror. A gotcha monster is an enemy where the trick isn't part of the story, it's aimed at the players with the goal of tricking them into making mistakes. For
example, a fire elemental that is healed by cold and water attacks but harmed
only by lightning would be a rather nasty gotcha monster both because the clues
about it (unless it’s a made of icy blue flames, but even then) are the
opposite of its trick, and because the trick of hurting it with lightning is
entirely concealed.Special abilities are important, and really a very necessary part of good monster design. They become more important the higher level the party is, both because the players will be well acquainted with regular combat, and because at higher levels combat encounters often take a lot longer. Special abilities, either by making a monster susceptible to certain tactics or by making the monster more dangerous make combat quicker and more dangerous. Even at first level monster special abilities are interesting and build setting.
1) Surprise/Concealment/Ambush – From a murderous
animate carpet, to goblin huntsmen with a concealed blind this is one of the
simplest and most effective tricks. The enemy will spring at the characters and
get a free attack or two unless they are detected. While players are likely to find monsters
that are perfect the simulacra of flooring silly or unfair, they are unlikely to complain
about monstrous felines that drop from the trees or bandit snipers. Some warning is perhaps, but not always, appropriate - with a plain
ambush it’s not really necessary.
Trappers and Lurkers above (who compound their ambush with delayed
death) and hide in plain sight might need a bit more warning of their
existence, and context. Certainly
something like the animate carpet is a better example than the fake stone
Trapper, as its presence is advertised as being different from the rest of the
dungeon. No player can seriously
complain if after having battled an animate stool and gang of brooms in the
wizard’s pantry, the rug in the hall rises up to smother her character.
2) Backstabbing – An underutilized variant of the
ambush creature, this is some monster that mimics the thief’s traditional
ability to strike unsuspected with increased accuracy and for a large amount of
damage. This makes ambushing monsters even more trap like, as unless detected
they can suddenly kill a party member.
Likewise a backstabbing ambusher (again like a thief) need not be as
tough as another creature to be scary, their normal attacks and defenses can be relatively weak as
the initial attack is so effective. The
increased deadliness of these creatures means that removing the sense of
unfairness from them is best done by making them detectable and perhaps
providing warning. Even something like
an invisible stalker (underused is the invisible phantom monster) should appear
in context – in a wizards laboratory or a shrine to an evil god of the wind for
example and perhaps provide subtle signs that it’s nearby (a strange Predator
like blur even).
3) Spell Use/Abilities – Insane warlocks make the
best enemies. Like the backstabbing
monster, spell casting enemies turn character abilities back on the party,
specifically the extremely dangerous powers of magic. Spell casters are fun enemies, because the
mechanics for spell casting are well defined and clear to the players. Spell casters rarely need warning, as they
are an enemy the player understands. The
more a monster deviates from the traditional Player Character spell caster’s
weakness to melee combat, the more dangerous it become, and the more some sort
of warning or context is appropriate.
4) Delayed Damage/Multiplying Damage – A monster that
telegraphs attacks for more than a round.
Generally this is some sort of obviously dangerous or even lethal
attack. More often than not the delayed attack is combined with some other
mechanic, such as the swallow and suffocation of a purple worm, or even the
bear hug attack of an owlbear. Both
mechanics encourage certain combat choices and disfavor a straight forward
melee approach. These mechanics put whichever
character directly engages the monster or seeks to draw its attention in the
greatest danger. For example, a fighter
who bravely stand up to the owlbear will quickly be picked to piece by its
bearhug and beak. They thus demand a
change in tactics to defeat. The owlbear
requires harrying and missile attacks, but it would be just as simple to create
a creature that required melee engagement, say a modified version of the manticore. These mechanic are nice because as long as
they are clearly evident in the creature they don’t need any explanation or
warning beyond the encounter itself.
5) Doesn’t Attack Hit Points – The poison spider is
the easiest example of this, as is anything that requires a saving throw. This is a great mechanic, perhaps even the
central trick mechanic. Like the above delayed damage mechanic it makes the
players adapt their tactics. The classic variation on this attack is level
draining undead, which do small amounts of damage, but not only both permanently
penalize battling them, but kill in a set number of hits, regardless of
HP. Beyond saving throws there is the
option of attacks that do direct damage to statistics. I like this option, especially for magical
creatures because it not only makes the players change their tactics, it puts
different characters at risk. When an
attack damage Int and bypasses armor, the magic user becomes the character who
should stand toe to toe with it while the party brute takes on a supporting
role. These attacks are tactical and as
long as they aren’t instantly deadly or entirely obvious (avoid the venom
dripping from the giant scorpion tail) they don’t need a great deal of warning,
only context.
6) Breath Weapons – Breath weapons have a special
place as they are the nearly unique power of old school dragons. Or at least that’s what I mean by a ‘breath
weapon’ – a devastating attack that does damage based on the existing hit
points of the monster. This emphasizes a certain kind of tactics and makes a
dragon an incredibly dangerous hit and run opponent. This mechanic is neat
because it works as a meta-game element as well, players know what a dragon
breath attack does and are afraid of it, they know its specific limitations and
powers as a nearly unique mechanic. As a
pretty tactical ability, this is something that is a fair attack as long as it’s
contextually sensible.
7) Restraint or Removal – The Monster can remove or
otherwise incapacitate its enemies.
Paralysis, swallowing attacks or magic are examples of this kind of
attack. By reducing the player’s options
and numbers this attack is dangerous, but it isn’t lethal like a save or die
poison, so it can be used much more easily.
It also has the advantage of complicating defeat, as most players are
unwilling to leave living companions behind.
Another cool element of this sort of trick is that the victims are
captured rather then slain, meaning that even a total party defeat isn’t the
end of the game. Again as a tactical
mechanic that is more limiting then completely destructive, this doesn’t seem
to be a trick in need of a great deal of warning.
8) Automatic Damage to Attackers – A creature that
either reflects certain kinds of attacks or does damage per round to anyone who
engages it in a certain way. Classically
this is some sort of spell reflection, but it would work well as a cloud of stinging
midges or some sort of arcing lighting that harms ranged attackers. Since the results here are damage, and
usually either the damage that the players own attacks would do, this isn’t an
extremely deadly special ability, but it has the ability to make surprise attacks,
a backstab or an unexpected lightning bolt very deadly to the players. An aura attack is likely best warned of with
monster appearance.
9) Destroys Equipment – The Rust monster is almost
universally hated by D&D players but it’s a rather sound and reasonable
trick monster. Nearly harmless, except
for its ability to melt metal equipment – there is perhaps nothing glorious
about taking off one’s armor and beating the rust monster to death with a ten
foot pole, but it clearly changes the dynamic of combat. I suspect the annoyance at this sort of creature
is player hatred for losing equipment.
This seems a bit odd in a game that is traditionally focused on resource
allocation and attrition, but my anecdotal experience is that (like level draining)
players strongly dislike losing their equipment. A similar effect would be a monster that steals
the spells out of a caster’s mind. I am
hung up about how warned about these monsters the players should be, mainly
because they are so reviled by players. Yet,
it may be that in a context where the creature makes sense, some sort of decay
spirit rather than a weird propeller bug creature, it’s sensible enough that
the danger can be anticipated and fair.
10) Lingering Effects – Mummy Rot, a lethal disease
that needs two high level spells to cure is pretty harsh, but the mechanic is
sound. I’m not sure how useful it is, as
the delayed effect doesn’t really impact the encounter and only matters if it’s
something that can be incorporated into the larger campaign. As something that is more of a campaign effect,
this sort of trick is something to play carefully and think out beforehand. Warnings clues and signs might be
appropriate, but since this sort of trick seems mostly campaign focused it
largely depends on the campaign. It’s
for this reason that the I wouldn’t use lingering effects for incidental
monsters, as tempting and authentic as it might seem for giant rats to spread
disease, anything that requires figuring out disease rates and questing for cures
should be planned out beforehand.
11) Special Immunity – Classically this means
something like an immunity to weapons, typical of undead or spectral creatures. Other examples exist, immunity to elemental
attacks or magic general for example, even the ability to snatch missiles out
of the air. These classic defenses are
good, because at low levels they make monsters terrifying and at high level
they are a way of limiting the effectiveness of excessive henchmen. In general if the defenses are obvious, there’s
nothing wrong with this, but when the defenses are concealed it’s rather
frustrating and should be avoided.
12) Possession – Monsters with special abilities that
take possession of an enemy are really scary.
The danger of these monsters is immense, as to defeat them the party may
have to fight themselves. Ghosts are the
most terrifying example of this, specifically their near immunity to damage, their
powerful aging attack and the ability to possess characters with magic jar
makes them incredibly powerful, even against high level PCs. One of the other interesting things about creatures
with possession ability is that most players won’t attack their friends once
they are possessed, so the party is often forced to negotiate with the possession
monster. Clues and warning are pretty
appropriate simply because the danger of the trick.
13) Regeneration – Trolls regenerate, that’s what
every D&D player knows about trolls.
Regeneration, or perhaps damage reduction, are a neat special
defense. It’s also something that can
bring a monster back again and again, a sort of anti-immunity effect. In general regeneration is pretty
straightforward if it’s a healing per round effect. More complex regeneration is a power that
keeps returning until something is special is done to kill it, a special item destroyed
or weapon used. Since regeneration makes
monsters only marginally tougher, it’s something that isn’t especially worth
providing clues for, though if there’s a hidden secret that provides the only
way to destroy a powerful enemy, that is obviously a different story.
14) Temporary Immunity – Total immunity isn’t a
reasonable trick, I’ve only seen it in the worst sorts of railroad
modules. At the same time temporary immunity
on a strict timeline or with conditions is a rarely used trick. A monster that is immune to attack for the
first three rounds, and it becomes especially dangerous, but in a fairly interesting
way. One could also have a monster that
is immune for a few rounds based on a certain conditions. This is something would look require a pretty
good warning, after all, bosses in old video games flash red when they are
about to do a special attack.
15) Fairy Tale Defenses – Fairy tale monsters are
fun, creatures that have strange special abilities, specifically defensive abilities,
that can only be overcome with something strange. A tough monster that can be defeated only by a
unique weapon or item, cats for example.
This sort of trick requires a bit more planning, and might be best for a
legendary creature, requiring some kind of in game preparation. I think this is an underused trick, but it’s
one that is could easily be overused, and so worth saving for important
campaign enemies.
I suspect this list isn't all inclusive, but the point of the list to look at the special abilities of monsters as a means, to recognize that the mechanical aspects of monster design can be viewed like any other mechanic and should be considered from a perspective of how they effect play. Despite this, I don't mean to suggest that a GM should look only at the way a special ability will effect play, special abilities are intrinsic to certain monsters and their identity. Good monster design means making sure that the monster has a logic, and if that logic demands it spray acid, it should spray acid. Special Abilities that stem from monster identity are good because they provide an intrinsic clue, something that the players can break down and base their plans around.
I suspect this list isn't all inclusive, but the point of the list to look at the special abilities of monsters as a means, to recognize that the mechanical aspects of monster design can be viewed like any other mechanic and should be considered from a perspective of how they effect play. Despite this, I don't mean to suggest that a GM should look only at the way a special ability will effect play, special abilities are intrinsic to certain monsters and their identity. Good monster design means making sure that the monster has a logic, and if that logic demands it spray acid, it should spray acid. Special Abilities that stem from monster identity are good because they provide an intrinsic clue, something that the players can break down and base their plans around.
This is an excellent road-map for creative monster design that deserves to be read far and wide. This is very well thought out. You raise quite a few excellent points and pointed out a thing or two that made even such a grizzled and scarred veteran of monster-making as myself sit back and go 'hmmmm...' I plan on adding this to our reference section of the Vermiform Appendix once I get it ready to post once and for all.
ReplyDeleteMy only quibble: check out the first section, there seem to be a couple of spots where things got lost or dropped. Other than that, it's practically perfect. One of the best reads I've run across in months, if not longer.
Thanks, I'm glad you liked it. I fixed up some of the missing chunks.
DeleteImpressive! Fun read. Bookmarked.
ReplyDeleteGood overview. Looking back over my Weird Adventures monsters, I seem to like "liingering effects" and monsters that "don't attack hit points" quite a bit. Who new?
ReplyDeleteLingering effects appeals to me as well, but I realized how hard it is to use without subsystems already in place. It may be different in non-D&D systems or if you go simple with something like "cat scratch fever, causes -2 base HP and unwholesome gyrations that result in a -2 to party encounter checks until character takes to bed for a session." is making players play their henchmen for a session cruel or cool?
DeleteI thought this post was really good so I added a link to it on my Best Reads of the Week series. I hope you don't mind.
ReplyDeletehttp://dyverscampaign.blogspot.com/2014/06/best-reads-of-week-may-30-june-5.html
Not at all @Charles Akins, I like anyone linking to my stuff, and am I thought the post was good as well - the discussion on it from necropraxis and gameswithothers got me thinking about how to model certain wargaming artifact abilities (those that depend on strict spatial measurement) for entirely abstract play. Mainly dragon breath and its mundane friend the cannon.
Delete