creatures
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| creatures [2020/08/31 17:27] – [Increased Granularity] dungeonmaster | creatures [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 | + | ====== 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, | + | 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, |
| ^ Size ^ Hit Points ^ | ^ Size ^ Hit Points ^ | ||
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| | Gargantuan | 50+ | | | Gargantuan | 50+ | | ||
| - | ===== Movement | + | ===== Movement ===== |
| - | We’re going to treat movement | + | 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, |
| 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 | + | Although general categorizations are generally all that's necessary, it's occasionally required to increase granularity beyond a simple |
| ==== Rules of Thumb ==== | ==== Rules of Thumb ==== | ||
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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. | ||
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| + | 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.1598894860.txt.gz · Last modified: by dungeonmaster
