My main beef is...what is the Act part of the statblock? Trying to figure it out... most or all of them are some version of d20. Weaker things are 1d20, pretty strong things are 2d20, and I've seen 3d20 at a glance.
ANSWER:
Act 1d20: this is the die rolled for the monster's attack roll. From Reddit, thanks dude going by Stupid_Guitar: reddit . And a blog.
INTERESTING LONG ANSWER via that blog:
Act: Here we get into some of the niftiest ways to play with DCC monster design. They don’t apply to every monster, but when they do, they are useful. The basics for Action Dice are 1d20, with a critical hit occurring on a natural 20.Multiple Dice: If you have more than one attack method, you can use multiple Action Dice to ensure that weaker attacks also get used. Action Dice can be used for movement as well, so a creature which is designed to move-attack-move could have two Action Dice. The description should tell the judge what behavior is expected.Larger Dice: If you want a creature to get criticals a lot more often, consider using d24 Action Dice, with criticals occurring on a 20-24. This is how giants work. Even with a low (or non-existent) bonus to attack rolls, the creature can be horrendously effective.Smaller Action Dice: A Halfling using two weapons gets a critical hit on a natural 16. That is not a normal thing. By dropping a creature’s Action Dice to 1d16 or lower, you can prevent it from gaining critical hits at all. This allows a cool synergy with attack bonuses – a creature with Act 1d16 but an attack bonus of +8 is going to hit almost every time, but it is never going to do more than its normal damage because of a lucky swing. This is a good option for small creatures where, in general, critical hits are unlikely to happen.Synergy With Attacks: By shifting the Action Die up or down, one can alter the attack bonus to make hits more or less likely to succeed. What this really does is adjust the chance of a critical hit….from very likely to impossible, as you see fit.Synergy With Spells: As with dragons, you can have an additional Action Die that can only be used for spells. This allows you to determine how likely the spell is to go off, and how powerful it will be when it does. Casting bonus is also important, obviously, but even with a high bonus, the chance of a natural “1” becomes increasingly greater the smaller the Action Die. You can have a creature which casts 1st level spells, for instance, using 1d3 with a +9 bonus. The spell goes off, weakly, 1/3rd of the time, is lost 1/3rd of the time, and has serious potential problems 1/3rd of the time.Synergy With Hit Dice: Remember that type of Hit Dice determines what size of die is rolled when a critical hit occurs, while size of Action Die determines how likely a critical hit is to occur. If you want a monster that has horrendous criticals, consider “HD 10d3; hp 15” as a real possibility. That same monster is just harder to defeat with color spray if it has 1d16 for Action Dice, and is extremely likely to cause a critical hit if it has 1d24.
Let's look at these two ants and examples, and the Soldier should be stronger than the Worker:
- Ant, giant (worker): Init +0; Atk bite +2 melee (1d4+1); AC 16; HD 1d8+2; MV 50’ or climb 50’; Act 1d20; SV Fort +5, Ref +1,-WilL-3; AL L.
- Ant, giant (soldier): Init +2; Atk bite +6 melee (3d4+3); AC 18; HD 3d8+6; MV 50’ or climb 50’; Act 1d20; SP 20% have poisoned stinger (+6 melee, dmg poison: DC 16 Fort save or 2d4 Stamina); SV Fort +7, Ref +3, Will -3; AL L.
Another example:
- Elemental, Air: Init +8; Atk slam +8 melee (2d6) or hurled object +8 missile fire (1d6, range 100’); AC 16; HD 8d8, 12d8, or 16d8; MV 50’ (flight); Act 1d20 (or more); SP cyclone, pick up opponent, elemental traits; SV Fort +6, Ref +10, Will +6; ALN.
- Giant, hill (12’ tall, 1,200 Ibs.): Init -2; Atk club +15 melee (2d8+8) or hurled stone +6 missile fire (1d8+6, range 100’); AC 16; HD 8d10; MV 30’; Act 1d24; SP infravision, crit on 20-24; SV Fort +10, Ref +5, Will +6; AL C.
Each thing spelled out below:
- Init is Initiative.
- Atk is Attack (I personally write Att a lot).
- AC is the ascending AC, higher is better (not ad&d style).
- HD is HitDice. Looks like in DCC the dice size is indicated (in AD&D it was always a d6). But the HD number indicates certain things, but in general it's a power level to keep an eye on.
- MV is MoVement... so MV 50' means it can normally move 50 feet on it's turn. That's fast, a human is 30 feet.
- Act 1d20 -- Action Die. This is the die/dice used during the attack roll. So is 2d20 mean it attacks twice. How do you represent different types of die for the 2nd and 3rd attack... not seeing that yet... OK kinda saw something w/ different dice under the super details of dragons maybe not sure.
- SP is SPecial ability or SPecial something. For the soldier it is stinging.
- SV is their SaVe (saving throw) modifiers for Fort, Reflex and Will.
- AL is ALignment, which is either Lawful (think good), Neutral, or Chaotic (bad, but necessarily bad or what is the deal with elves being mostly Chaotic in this game? I guess they are more the random and potentially against-mankind type elves of old legends, not your friendly LOTR elves). Here's out that Raven blog describes it: AL: Weird Lovecraftian monsters, and things that disrupt the natural order are typically Chaotic. Things that are well organized tend to be Lawful. If you can’t decide, the odds are that it can’t either – Neutral is your friend.
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