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creatures [2020/08/29 15:55] – dungeonmastercreatures [2020/10/03 17:27] (current) – dungeonmaster
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 [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]]
  
-====== Creatures in General ======+====== Creatures ======
  
 Creatures include all animal life that a character might interact with, The characters themselves are, in fact, creatures as well. Not all creatures are identical, but there are some generalities that are common to all creatures, including size, movement, and ways of defending themselves. Creatures include all animal life that a character might interact with, The characters themselves are, in fact, creatures as well. Not all creatures are identical, but there are some generalities that are common to all creatures, including size, movement, and ways of defending themselves.
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 ===== Hit Points ===== ===== Hit Points =====
  
-A creature has hit points related to their size. (That’s why we care about size above.) Unlike many RPGs, hit points don't increase based on some nebulous level or hit dice. It's purely related to size. Certain skills can potentially increase hit points temporarily or even permanently, but this is not done as part of any sort of natural progression.+A creature has hit points related to their size. (That’s why we care about size above.) Unlike many RPGs, hit points don't increase based on some nebulous level or hit dice. It's purely related to size. Certain skills can potentially increase hit points temporarily or even permanently, but this is not done as part of any sort of natural progression such as leveling up. The table below is generally sufficient, but more information on hit points can be found in these [[hit_points|details]], including information on [[hit_points#regeneration|regeneration]].
  
 ^ Size ^ Hit Points ^ ^ Size ^ Hit Points ^
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 | Gargantuan | 50+ | | Gargantuan | 50+ |
  
-===== Movement Speed =====+===== Movement =====
  
-We’re going to treat movement speed in a very generic way categorizing creatures as slow, average, fast, and very fast comparative to the category of movement. The three primary categories of movement are running, flying, and swimming. (It should be noted that these aren’t the only ways of travel, and GMs are welcome to add climbing, digging, brachiating, or any other modes of movement they feel are necessary to their campaign.)+We’re going to treat movement in a very generic way categorizing creatures as slow, average, fast, and very fast comparative to the category of movement. The three primary categories of movement are running, flying, and swimming. (It should be noted that these aren’t the only ways of travel, and GMs are welcome to add climbing, digging, brachiating, or any other modes of movement they feel are necessary to their campaign.)
  
 As mentioned previously, these speeds are comparative within a certain category of movement, not outside of it. That means that this isn't some general movement speed so much as how quickly they move using a certain mode of movement compared to others who also move in that manner. Outside of that category of movement, it should generally be noted that fast swimmers generally are too slow to catch slow runners and fast runners are generally too slow to catch slow fliers. As mentioned previously, these speeds are comparative within a certain category of movement, not outside of it. That means that this isn't some general movement speed so much as how quickly they move using a certain mode of movement compared to others who also move in that manner. Outside of that category of movement, it should generally be noted that fast swimmers generally are too slow to catch slow runners and fast runners are generally too slow to catch slow fliers.
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 ==== Increased Granularity ==== ==== Increased Granularity ====
  
-Although general categorizations are generally all that's necessary, it's occasionally required to increase granularity beyond a simple average or very fast. When granularity is important, these are reflected by adding a number after the speed initials, e.g. S3 or VF2. Each speed has five possibilities ranging from n0 - n4 (with the 0 generally being left off unless it's needed for clarification). An increase of movement to an n5 would move a race to the next highest division, from slow to average or from fast to very fast, +Although general categorizations are generally all that's necessary, it's occasionally required to increase granularity beyond a simple Average or Very Fast. When granularity is important, these are reflected by the [[attributes#speed|Speed]] attribute. Unless otherwise specified, all creatures are assumed to have a Speed of 2 (as this is the default for all attributes). Movement speeds increase to the next highest level for ever 10 dice of Speed.
- +
-When does granularity become important? If one creature were trying to catch another creature, the nuanced numbers could be important. Defensive dice determinations could also require knowing granularity nuances. +
- +
-Any creature can move to the next highest degree (e.g. from S2 to S3 or from VF to VF1) for a short period of time (a few minutes, depending on endurance and other factors). To maintain that level, a creature would have to roll skill checks against their Endurance skill.+
  
 ==== Rules of Thumb ==== ==== Rules of Thumb ====
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 **Note:** These additional defensive dice only apply for trying to hit small creatures with something relatively small. Area of effect attacks like an exploding fireball, a cloud of poisonous gas, or a fist the size of a house would not be so penalized because they hit everything within their area of effect, unless the creature could reasonably be considered to escape from that area of effect before the attack came. Likewise cognitive and emotional attacks are not penalized because of size because body size has nothing to do with mental attacks. **Note:** These additional defensive dice only apply for trying to hit small creatures with something relatively small. Area of effect attacks like an exploding fireball, a cloud of poisonous gas, or a fist the size of a house would not be so penalized because they hit everything within their area of effect, unless the creature could reasonably be considered to escape from that area of effect before the attack came. Likewise cognitive and emotional attacks are not penalized because of size because body size has nothing to do with mental attacks.
  
-==== Additional Dice Advantages ====+==== Additional Advantages Awarded ====
  
-If the defending creature is a full degree faster (e.g. slow vs average) and is using maneuvers to take advantage of this speed and/or the defending creature is flying against grounded creatures trying to attack it with melee or pole-arm weapons, the GM may award additional dice of defense to the defending creature to account for the difficulty. Generally this should not amount to more than ten additional dice, even under the worst of differences. Of course, this assumes that the creature could physically hit the other creature at all. The GM might also say that there is no way the creature could be successfully hit and no dice would be rolled.+If the defending creature is a full degree faster (e.g. slow vs average) and is using maneuvers to take advantage of this speed and/or the defending creature is flying against grounded creatures trying to attack it with melee or pole-arm weapons, the GM may award additional dice of defense to the defending creature to account for the difficulty. A good rule of thumb for this might be two dice per full degree of speed difference, but this is up to the GM to judge the difficulty of the attacker hitting the defender. Generally this should not amount to more than ten additional dice, even under the worst of differences. Of course, this assumes that the creature could physically hit the other creature at all. The GM might also say that there is no way the creature could be successfully hit and no dice would be rolled.
  
  
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 | Wool | P/D, F*5 | Sheep, Llamas, Alpacas, Musk Oxen, Yaks | | Wool | P/D, F*5 | Sheep, Llamas, Alpacas, Musk Oxen, Yaks |
  
 +===== Alignment =====
 +There isn’t such a thing as alignment in Dice Mob. Players should have some idea of how they want to play a character when they create them, and they should try to keep this consistent to a point, but most good stories include a character moving through a character arc, so forcing a character to a labeled alignment doesn’t seem at all consistent to either stories or real life. Creatures in general might have animalistic or supernatural instincts that guide who they consider friends or foes, but even monsters aren't in any sense good or evil, chaotic or lawful.
 +
 +===== Gender =====
 +Some creatures may not have a gender. Some, like flowers, may have both. Some may be male or female. Some may have more than two genders. In some societies, human or monster, there may be a sense of gender roles, where one gender or the other performs a certain set of tasks including the bearing and raising of the younger of the species. This may be important and can be listed in the descriptions if it is. If it is not, it is generally ignored as it complicates a system meant to be as uncomplicated as is reasonable.
  
 +The player generally has a picture in their mind of what their character looks like, and that may include gender, but there isn’t really a need to list the gender of a character. But there is also no restriction against it. A character’s gender has no bearing on whether or not a character can choose a given skill or collect a given item.
  
creatures.1598716556.txt.gz · Last modified: by dungeonmaster