User Tools

Site Tools


creatures

This is an old revision of the document!


Dice Mob Home > Dice Mob Rules

Creatures in General

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.

Size

To make it easy, we’re going to subdivide creatures into eight categories of size.

Size Length (approx.) Weight (approx.) Examples in Real Life
Tiny Less than 10 cm Negligible Bugs
Very Small Less than 100 cm 1 - 2 kg Small birds, rodents
Small 1 meter 25 kg - 50 kg Cats, dogs, hawks
Medium 2 meters 100 - 150 kg Humans, dwarves, eagles, great cats, female lions
Large 3 meters 200 kg - 400 kg Tigers, male lions, razorback gorillas, brown bears
Extra-Large 4 - 5 meters 500 - 1,000 kg Anacondas, alligators, bison, polar bears, moose
Huge 6 - 10 meters 2,000 - 4,000 kg Elephants, rhinos, hippos, great white sharks, saltwater crocodiles
Gargantuan Much larger than 10 meters Much more than 5,000 kg Whales, large dinosaurs

When it comes to determining a size, weight is often a better deciding factor than length or height. That’s why gorillas are large and dwarves, like the sturdy ones one might picture from Tokien’s Middle-earth, are medium, even though their heights might not normally indicate such.

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 such as leveling up. The table below is generally sufficient, but more information on hit points can be found in these details, including information on regeneration.

Size Hit Points
Tiny 4
Very Small 7
Small 10
Medium 15
Large 20
Extra-Large 30
Huge 40
Gargantuan 50+

Movement Speed

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.)

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.

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 the 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.

Rules of Thumb

Bipedal creatures generally run slower than quadrupedal creatures. Smaller creatures generally run slower (i.e. cover less distance) than larger creatures, though weight begins to become a factor with extremely large creatures. Creatures with flippers and fins almost always move quicker than those without. When it comes to swimming and flying, there is a point where size means more resistance, so the largest creatures often can't move as quickly as those of small or medium size, though the tiniest creatures also have a hard time keeping up. If not otherwise listed, the following table gives a general idea of how one might determine speeds though these are only generalizations and outliers abound.

Running (Bipedal) Running (Quadrupedal) Flying Swimming (Fins) Swimming (No Fins)
Tiny Slow Slow Slow to Average Slow Slow
Very Small Slow Slow to Average Average Average Slow
Small Slow Average to Fast Fast to Very Fast Average to Fast Slow
Medium Average Fast Fast to Very Fast Fast Slow
Large Average Fast to Very Fast Fast Fast to Very Fast Slow
Extra-Large Average Fast to Very Fast Fast Fast to Very Fast Slow
Huge Average to Fast Average to Very Fast Average to Fast Fast Slow
Gargantuan Average to Fast Average to Very Fast Average Fast Slow to Average

Defenses

In nature, smaller creatures are generally harder to notice, harder to hit, and/or reproduce at a larger rate than larger creatures. If not, they wouldn't exist anymore. Although DiceMob doesn't try to account for reproduction rates, it does try to account for the other two methods of smaller creatures protecting themselves. It does so either through additional actions or skills or through additional defense dice, each of which is treated in more detail below.

Additional Actions or Skills

Any creature of size small or smaller is awarded either an extra defensive action or a defensive skill. (Defensive skills often includes something like camouflage, but it could also include resistances to various attack forms or defensive maneuvers like blocking attacks or dodging them.)

Tiny creatures are awarded an additional defensive action (in addition to whatever was chosen previously for being small or smaller).

Additional Defensive Dice

Defenders gain additional defensive dice based on their size and movement speed compared to that of their attacker. There's a reason why the phrase “can't hit the broad side of a barn” is a phrase. Because it's large, the broad side of a barn is hard to miss. When attacking, a creatures is generally considered to be attacking a creature generally the same size as it is or larger. When creatures start attacking creatures much smaller than they are, difficulties tend to arise.

Small creatures are much harder to hit, and they become even harder to hit the faster they are. To account for this, one defensive die is awarded for every size smaller a defender is than the attacker, starting with two sizes smaller. If a defender is two sizes smaller, one die, three sizes smaller, two dice, etc, up to a maximum of seven additional dice for a tiny creature defending against a gargantuan one, as shown in the table below.

Attacker
Small Medium Large Extra-Large Huge Gargantuan
Defender Tiny +2 +3 +4 +5 +6 +7
Very Small 0 +2 +3 +4 +5 +6
Small 0 0 +2 +3 +4 +5
Medium 0 0 0 +2 +3 +4
Large 0 0 0 0 +2 +3
Extra-Large 0 0 0 0 0 +2
Huge/Gargantuan 0 0 0 0 0 0

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 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. 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.

Withstanding Attacks

For lack of a better term, animal hide is the natural outer covering of creatures built to withstand the elements or attacks by predators. This generally affects non-humanoid creatures though some humanoid creatures might also have tougher or more element resistant hides as well.

Name Defense 1) Examples in Nature
Blubber P/D*2, F*8, P, S*3, B*6, B/A*2 Whale, Walrus, Whale Shark
Exoskeleton P/D, P, S, B*2, B/A Insects, Spiders
Feathers P/D, F Small Birds
Fur P/D, F*2, B/A Most Mammals
Hard Exoskeleton P/D, P*2, S*3, B*3, B/A*2 Crustaceans, Scorpions
Plated Hide P/D*2, P*4, S*4, B*3, B/A*2 Ankylosaurus, Armadillo, Turtle, Dragons
Scales P/D, S, B Snakes, Lizards, Fish
Thick Feathers P/D, S, B, F*2 Falcons, Eagles, Owls
Thick Fur P/D, F*3, S, B/A Mammoths, Mastodons, Bears, Otters, Arctic Mammals
Thick Hide F*2, P*2, B*2 Elephants, Rhinos, Electric Eels, Giant Octopus
Tough Scales P/D, P*2, S*3, B*2, B/A Crocodiles, Monitors, Sea Monsters
Wool P/D, F*5 Sheep, Llamas, Alpacas, Musk Oxen, Yaks
creatures.1601741211.txt.gz · Last modified: by dungeonmaster