Creating a Monster: Monstrous Form

The features in the last post don’t have a lot of points of divergence. There’s some that matter, like the condition immunities, and some that don’t, like whether an inflicted uses a slam or claws, but it’s still all mostly on a specific path. That’s fine. Not every feature has to provide several options for players, as long as there are enough choices in the class and those choices are sufficiently meaningful.

The first real choice we’re presenting in this series is the one at L3, when an inflicted basically decides what role they fill in the party: Continue reading →

Posted in Game Design, House Rules | Tagged | Comments Off on Creating a Monster: Monstrous Form

Creating a Monster: Meet the Inflicted

The main problem I’m having in designing a class around monsters is deciding what features the class should have. One nice thing about class design in 5E is that I can give only some features to the class at large and give others to the subclasses, so I can limit certain features to a specific theme. For example, I may not want to let any old PC have a poisonous bite, but I could add it to the Weird Snake-Person subclass. Coming up with ideas that fit a specific theme is fun. Coming up with ideas that literally every monster could use is harder.

There’s one important thing I didn’t discuss in the post on class concept because it fits more nicely here: mechanical concept. That is, where does this class fit within the rules, or within a typical party? As paladins are intended for support and defense more than damage and sorcerers are intended for blasting and control more than tanking, what do I intend for the inflicted? I’ve ended up settling on “tough, physical front-line character”. An inflicted isn’t a magical class, nor is it expected to sit in the back row with a bow, nor should it be the face of the party in high-society negotiations. An individual inflicted can do all that, of course, but those aren’t character archetypes toward which the class is mechanically inclined.

With that in mind, and knowing that we’ll branch out from it further at certain points of divergence, what are the features all monsters get by default? In this in-progress, alpha build of the class, here’s what I’ve come up with: Continue reading →

Posted in Game Design, House Rules | Tagged | 2 Comments

Creating a Monster: Class Design Basics

5E is ripe for custom, homebrew add-ons. New material is coming out so rarely, it stands to reason that players themselves would feel a need to add the things they want into the system. The DMs Guild gives those players a chance to spread their materials out into the world at large with a bigger platform than any single website or blog could manage. Wizards has practically asked players to make the system their own, and that’s great. It means there’s room for me to add a new class. If there wasn’t room, that probably wouldn’t stop me, but it’s a nice allowance.

I do want to make the best class I can, and that means it has to follow good class design principles. I don’t want something I’ve slapped together on my lunch break; I want something that’s viable, that’s fun to play, that fits within the system but challenges some of its assumptions and provides an experience I can’t get from existing classes. There are plenty of materials out there for guiding a person through class design, and I’ve spent a lot of time in them, and a lot of time working on custom classes, over many years. I’ve found that the most important pieces of a class tend to be the following, in order: Continue reading →

Posted in Game Design, House Rules | Tagged | Comments Off on Creating a Monster: Class Design Basics

Creating a Monster: Points of Divergence

I intended to have this post closer to the original one on the Warlock Problem, but I really wanted to get that post uploaded on the correct day. Such are the hazards of linear time.

It’s not a secret that I prefer having freedom in my character design possibilities. I’m of the opinion that a system should allow a player to design and run a character of their choice (within the limitations of the system and the narrative—if you’re trying to play a space smuggler in D&D, that might be interesting but you can’t be surprised when it doesn’t work). This role-playing game should allow players to decide their own role, not begrudgingly adopt one of the very few roles the game’s authors wanted the players to want. That means players should have some sort of options, so they can select the traits or skills or powers closest to their own vision of their character.

D&D doesn’t have a freeform character creation system where you can slap on any combination of traits as long as the math checks out. It uses classes. That’s not an issue, as long as the classes still allow some freedom of choice. If I’m going to be a fighter, I don’t just want to be the same fighter everybody else is. I want to put my own spin on it. It’s fine if all fighters get certain core abilities, even if they don’t fit the exact character I have in mind, but the fighter needs to gives me some sort of wiggle room so I can make it work for me instead of the other way around. Continue reading →

Posted in Game Design, House Rules | Tagged | Comments Off on Creating a Monster: Points of Divergence

Session 13.5

I’m not saying I invented the term “Session Zero”. I don’t have the data to support that statement. I can say that I referred to sessions by number early in my career, and that my post about Session Zero predates, often by several years, almost everything you can find about it with an online search, and I leave it to my readers to draw any conclusions.

And while Session Zero is great at putting everybody on the same page before a campaign begins, its relevance fades as the campaign progresses. Over time, things change. Characters evolve. The plot makes unexpected swerves. Some people leave and others join, both in-game and out. The players’ impression of the campaign halfway through is not (and should not be) the same as it was before they made their first initiative roll. For long-running games, Session Zero and its decisions disappear ever more into the background, and sometimes it serves the table to take a step back, look at what’s happening, and make any necessary course corrections.

That’s where Session 13.5 comes in. Continue reading →

Posted in DMing | Comments Off on Session 13.5

The Warlock Problem

Today is the twenty-fifth anniversary of the release of one of my favorite video games of all time, Final Fantasy VI (or Final Fantasy 3 if you’re the type who hasn’t played a video game since 1998). I spent a while thinking about whether I could do a post about it here. Could I talk about adapting Final Fantasy’s magic system to D&D? Could I make alternate rules for changing job classes mid-campaign? Should I come up with custom monsters or races? As I thought about the confluence between FF and D&D, I realized something about 5E that’s been bothering me for a while, though I haven’t had occasion to put it into words.

I’m calling it the Warlock Problem. It’s a pithy term but a bit of a misnomer. The warlock isn’t a problem. It’s a sole solution, and that in itself is a problem. Continue reading →

Posted in Game Design, Gaming Systems | Tagged | Comments Off on The Warlock Problem

March of Madness: Honorable Mentions

Several demon lords didn’t make it into 5E, and now that I’ve looked into them I see why. 5E’s demon lords aren’t necessarily fun or interesting, but they’re all at least somewhat active. They have goals, usually some form of domination or omnicide, and they actively work toward them. The lords who didn’t make the cut were much quieter, content to sit back and enact small-scale plans unless a group of heroes stumbled into their path. It’s logical, and it increases the verisimilitude of the setting, but that’s not what the designers wanted. They wanted monsters PCs could punch, and somebody who avoids being punched has no place here.

Here are brief treatments of some demon lords we lost. You can use them in your campaign as background noise or targets of lore. If you want a more nuanced enemy than the standard demon lords, you can use one or more of these instead with only a few changes. There’s a lot of material about them if you look for it, enough to make any one of them a proper campaign villain. Continue reading →

Posted in DMing, Gaming Systems | Tagged | Comments Off on March of Madness: Honorable Mentions

March of Madness: Demogorgon

Demogorgon is the big bad of big bads. As the self-styled Prince of Demons, he’s been making life difficult for players for more then thirty years. From what I can tell, he is one of the three most powerful monsters in all of 5E. I have a poster of Demogorgon, and I don’t even like demon lords. That’s how influential he is.

To Demogorgon, there’s no power like overpower. He rolls in like a force of nature, destroying anything he can see before his enemies even know he’s aware of their existence. He hates everything, including and especially himself, and his perfect world is no world at all. His followers generally worship him out of fear or insanity; either they don’t have sufficient control of their faculties to resist his commands, or they’re certain he’ll eventually triumph and they think it’s better to be on his good side before their inevitable destruction. Continue reading →

Posted in DMing, Gaming Systems | Tagged | Comments Off on March of Madness: Demogorgon

March of Madness: Juiblex

Juiblex is the closest thing there is to a deific ooze. It’s a creature of slime…and that’s its description in totality. Juiblex is pretty straightforward.

Its goals aren’t entirely clear because it doesn’t have a lot of interaction with sapient creatures. It’s generally believed that it wants to consume all things, not to destroy them but to make the universe one with itself, an infinite morass with it at the center. Progress is slow because its closest associations are with oozes, creatures who typically don’t have any religion or a plan beyond “I want to eat the thing.” Coming up with an interesting way to use Juiblex in a campaign isn’t easy, but that’s the task the designers intended, so here we go. Continue reading →

Posted in DMing, Gaming Systems | Tagged | Comments Off on March of Madness: Juiblex

March of Madness: Graz’zt

Graz’zt is a hedonist. While Baphomet pushes his followers to succumb to their savage inner nature, Graz’zt appeals to a different inner nature, one that satisfies itself via whatever means possible. His limitless lust extends to all things, and his goal is to subjugate all of existence, reorienting it until its sole purpose is giving him the love he demands.

(An aside: the 5E version of Graz’zt is really, really into eroticism. Everything I can find on him is full of thinly-veiled references to “urges” and “desire”, except for the parts that lift the veil entirely. If that’s what you want, great, go for it. But this blog is a little more family-friendly than that, so we’ll be focusing on his epicurean nature, the one that seeks pleasure through finery and sensory experiences.)

Graz’zt isn’t constantly on the hunt for new followers or forcing his plans through the machinations of his fellow demon lords. He’s quiet and patient, more likely to lay some seeds and wait for them to grow than spend his time nurturing them. His weapon of choice is slow, insidious corruption, and if it wasn’t for his ambition he’d probably be fine with letting those who reject him live their quiet, boring lives. His cults stay out of the way most of the time, enticing new members when opportunities arise and acting only when something gets in the way of their pursuit of indulgence. Continue reading →

Posted in DMing, Gaming Systems | Tagged | Comments Off on March of Madness: Graz’zt