[Now updated with Krommtastic insight...]
A recent conversation with +Douglas H. Cole over at Gaming Ballistic, LLC. about monster classes in GURPS Dungeon Fantasy has had me reexamining how I deal with these. He was surprised that dragons count as Mundane monsters and spoke to Sean Punch about it while working on his upcoming DFRPG adventure, Hall ofJudgement, and what Sean had to say was something like this: Monster class is driven by which spells can affect a given monster.
A recent conversation with +Douglas H. Cole over at Gaming Ballistic, LLC. about monster classes in GURPS Dungeon Fantasy has had me reexamining how I deal with these. He was surprised that dragons count as Mundane monsters and spoke to Sean Punch about it while working on his upcoming DFRPG adventure, Hall ofJudgement, and what Sean had to say was something like this: Monster class is driven by which spells can affect a given monster.
I think this can be somewhat expanded to include any special
abilities (e.g., Animal Empathy, Speak with Plants, Spirit Empathy, etc.) and
skills (Animal Handling, I’m looking at you). Even with that said, I found
myself really trying to figure out just how certain monster classes were really
different than others. Among these are Demon, Divine Servitor, Faerie, Spirit
group and the Animal, Dire Animal, Giant Animal, and Hybrid group.
The first group contains a bunch of magical spirits with subtle
differences. Demons, Faerie, and Spirits are free-willed; Divine Servitors are
not. Ok. They can all be banished, except certain spirits. Sure. They’re all
magical. Yeah. Only Faeries are dependent on mana, though. And Demons are
always Truly Evil. So each class has a group of features or traits that set it
apart from the others. Interesting.
The second group is stranger. Hybrids are affected by a subset of
Animal College spells and need a special version of Animal Handling to affect.
That is what sets them apart from Animals in general, but what about the
normal/Giant/Dire split? DF 2 – Dungeons tells us that
Dire Animals are mutated animals and says that Giant Animals are just oversized
animals. None of the Animal College spells differentiate between the three
classes, and neither does Animal Empathy or Animal Handling. In fact, the only
thing that does is Higher Purpose (Slay <Class>). That seems pretty
arbitrary, since it’s completely in the GM’s control to just make all animals a
single class.
So I decided to overanalyze the crap out of this subject.
And It Begins...
For starters, I figured it would be useful to know what sort of
traits make up each existing class, and ultimately broke effects down into the
following list:
- Fauna. Affected by Animal Empathy, Animal Handling, Disguise (Animal), Mimicry, Animal College spells except Hybrid Control, and Repel Hybrids; instead use Control (Animal) and Repel (Animal).
- Dire. Requires Animal (above). Requires a Naturalist roll to identify. Rolls to influence dire animals are at -5. Cannot be created using Create Animal.
- Elemental. Affected by Control Elemental and similar spells.
- Extradimensional. Affected by Banishment.
- Free-Willed. Not bound in the service of another entity.
- Fungus. Affected by Fungus spells (Plant Spells, p. 17).
- Hybrid. Requires Animal. Requires a Naturalist roll to identify. Affected by a special subclass of Animal Handling skills, Hybrid Control, and Repel Hybrids. Unaffected by Control (Animal) and Repel (Animal).
- Incorruptible. Immune to All Mind Control.
- Living. Subject to spells that affect the living.
- Magical. Affected by Seek Magic, Pentagram, and similar spells.
- Not Living. Not affected by spells that specifically target the living.
- Flora. Affected by Plant Empathy and Plant College spells.
- Servant. Bound in the service of another entity.
- Spirit. Affected by Spirit Empathy and spirit control spells.
- Truly Evil. Detects as Evil.
- Turnable. Subject to True Faith.
- Animal. Fauna, Free-Willed, Living.
- Dire Animal. Fauna, Dire, Free-Willed, Living.
- Giant Animal. Fauna, Dire, Free-Willed, Living.
- Construct. Incorruptible, Magical, Not Living, Servant.
- Demon. Extradimensional, Free-Willed, Magical, Not Living, Truly Evil.
- Divine Servitor. Extradimensional, Free-Willed, Magical, Not Living.
- Elder Thing. Free-Willed, Not Living, Truly Evil.
- Elemental. Elemental, Free-Willed, Magical, Not Living.
- Faerie. Free-Willed, Living, Magical.
- Hybrid. Fauna, Free-Willed, Hybrid, Living.
- Mundane. Free-Willed, Living.
- Plant. Flora, Free-Willed, Living.
- Slime. Free-Willed, Fungus, Living.
- Spirit. Free-Willed, Magical, Not Living, Spirit.
- Resident Spirit. Free-Willed, Magical, Not Living, Spirit.
- Extradimensional Spirit. Extradimensional, Free-Willed, Magical, Not Living, Spirit.
- Undead. Free-Willed, Not Living, Turnable.
So this is kind of interesting. Notice that there is no
mechanical difference between Dire and Giant animals or between Spirit and Resident
Spirit. I asked Sean about the former, and he said that the only real
difference is in description – Dire animals are mutants and Giant animals are,
well, giant. The latter I find odd, however. This appeared in DF 9 –Summoners, and the difference between Spirit and Spirit (Resident) is
that Spirit also includes Extradimensional Spirits. Since the set of
not-Extradimensional, not-Resident spirits is an empty set, I don’t know why
there are three classes here. At most, I could see either Resident and
Extradimensional spirits or a Spirit class and subclass of Extradimensional
ones. I suppose abilities could exist that only affect one of the two
subclasses or affect all spirits; to my knowledge, they just don’t yet.
From D&D to DF
Beasts are just Animals, so we don’t need anything new for them.
Similarly, Aberrations are Elder Things; Celestials are Divine Servitors;
Fiends are Demons; Oozes are Slimes; and Constructs, Plants, and Undead have
the same names. Elementals add Extradimensional to Elemental, and Fey are
basically Faerie, except they gain a dependency on Unspoiled Nature. Then
things get stranger. Giants, Humanoids, and many Monstrosities all get lumped
into Mundane, with a few Monstrosities being Dire Animals, instead, and perhaps
most sadly and strangely, Dragons are also Mundane.
Knowing that, let’s see if we can redefine some of these. For
starters, we need to add a new trait to our lexicon: Nature-Dependent – Has
Dependency (Unspoiled Nature, Continuous). This lets us define Fey as Free-Willed,
Living, Magical, Nature-Dependent. Cool, that’s one. Humanoids are basically
the bread and butter of Mundane, so we can just port that directly over – Free-Willed,
Living. The same exact description works for Giants. That’s two!
Monstrosities are a bit tougher. In D&D, that’s a catchall
category for anything that doesn’t fit elsewhere. super-aggressive mutant
animal? Monstrosity! Hybridized owl and bear? Monstrosity! Weird intelligent
magical tentacle-panther? Monstrosity! This generality makes it difficult to
really slap on a meaningful label that applies to everything in this type. This
is, at least in part, why DF splits out Animals and Hybrids.
So let’s start by defining what applies to all Monstrosities and then see if we
can add in subclasses for finer detail.
So what is our basic Monstrosity? It is Free-Willed and Living
for sure. More than that, and we are starting to stray into the dangerously
specific, so let’s start looking at basic kinds. Of course we have the typical
hybrid creatures like owlbears. These just add Animal and Hybrid to the mix. To
preserve the term “Monstrosity”, let’s append it with the parenthetical subclass:
Monstrosity (Hybrid). Continuing this way, we see that we also need (Magical) that
adds – yep – Magical; (Magical Beast) that adds Fauna and Magical; and (Magical
Hybrid), which adds Fauna, Hybrid, and Magical. These, combined with the base
definition pretty much encapsulate all Monstrosities.
This just leaves Dragons to be defined. We know they are
creatures of magic, but they shouldn’t be so easily thwarted as by a Pentagram
spell. They cannot be easily controlled, as by Animal or Hybrid, and they
cannot be banished as per Extradimensional. They are Free-Willed and Living.
The rest doesn’t really fit. Frankly, there aren’t really any special rules for
dragons that don’t apply to other types. So it looks like Dragons are simply
Free-Willed and Living. They are spellcasters, but that doesn’t make them Magical.
This is counterintuitive, but it follows our lexicon. So asthetic features
aside, Dragons do not mechanically differ from Humanoids in that Humanoids at all.
In summary, Dungeons & Dragons 5th Edition monster
types ported to Dungeon Fantasy are as follows:
- Aberration. Free-Willed, Not Living, Truly Evil.
- Beast. Fauna, Free-Willed, Living.
- Celestial. Extradimensional, Free-Willed, Magical, Not Living.
- Construct. Incorruptible, Magical, Not Living, Servant.
- Dragon. Free-Willed, Living.
- Fey. Free-Willed, Living, Magical.
- Fiend. Extradimensional, Free-Willed, Magical, Not Living, Truly Evil.
- Giant. Free-Willed, Living.
- Humanoid. Free-Willed, Living.
- Monstrosity. Free-Willed, Living.
- Monstrosity (Hybrid). Fauna, Free-Willed, Hybrid, Living.
- Monstrosity (Magical Beast). Fauna, Free-Willed, Living, Magical.
- Monstrosity (Magical Hybrid). Fauna, Free-Willed, Hybrid, Living, Magical.
- Monstrosity (Magical). Free-Willed, Living, Magical.
- Ooze. Free-Willed, Fungus, Living.
- Plant. Flora, Free-Willed, Living.
- Undead. Free-Willed, Not Living, Turnable.
This is all well and good, but let’s take a look at how to work
up classes from scratch based on how we see them functioning in a custom
setting.
Monster Classes in Starfall
Let’s try defining monster classes for Starfall. We’ll need
these eventually, and now is as good of a time as any to do this.
From the start, there are several that work just fine as they
currently stand: Animal, Dire Animal, Construct, Divine Servitor, Elemental, Hybrid,
Mundane, Plant, Slime, and Undead. This leaves Demon, Elder Thing, Extradimensional
Spirit, Faerie, Resident Spirit, and Spirit. I’ll take these one at a time.
Giant Animal. These
have the same mechanics as Dire Animals and merely represent oversized animals.
What’s more is that Dire Animals include mutant animals of all kinds by intent.
Being overgrown can be viewed as a mutation. So I’m going to roll Giant Animals
into Dire Animals. This also reduces the number of classes to keep track of.
Elder Things These
basically have no special vulnerabilities at all, and this really suits the
demons of Starfall. Going this route would mean that there are no special protections
against demons, but considering that they are supposed to be terrifyingly unstoppable, that’s not necessarily
bad. Magic wouldn’t hold them at bay, they would be cast from the world by
banishment, they wouldn’t be turned by True Faith. It also gives off a dark,
slimy, H.P. Lovecraft vibe with that name, and that sounds a lot like demons. We probably don’t have
to change anything here.
Demon. Demons
typically describe free-willed, truly evil divine servitors. This could fit angels
of particularly evil gods, but does this justify an entire class? Let’s
consider some themes in Starfall. There is a clash of Purity and Corruption in
the struggle against the Elder Things invading the cosmos. This is reflected in
the dichotomy between the Natural and the Unnatural. Nature lacks any innate
sense of morality, and the Good versus Evil dichotomy doesn’t really rear its
head anywhere. For this reason, I think “Truly Evil” will represent demonic corruption
instead of the traditional capital-E Evil. So where does this leave the Demon
class? Well, I don’t see why it needs to exist. Demons will be stripped of
Truly Evil and rolled into Divine Servitors, who lack any singular morality.
Spirit, Resident Spirit,
and Extradimensional Spirit. From the start, I will say that we need a
Spirit class. Spirits that don’t fit into other categories do exist, but this
three-way split is a little wonky and needs attention. There are certainly Extradimensional
Spirits and Resident Spirits, too. But do we need a catchall for both of them?
The only place this might arise is in describing a Higher Purpose related to all
Spirits, not spirits including elder things, divine servitors, elementals, etc.
Just the catchall class. But does that make sense? I’m not sure that it does. It’s
like saying, “I’m good at killing all spirits excluding demons, divine
servitors, and elementals.” It’s a hodgepodge of whatever is left over. And
that makes it less than evocative. “Resident Sprits” defines a specific group
of spirits. “Extradimensional Spirits” is a touch broad, still, but at least it
is a workable class. So with all of that said, I think I will just drop the
Spirit class and keep the two subclasses.
Faerie. It is important
to realize up front that in Starfall faeries are a group of spirits that as
often as not inhabit the material world or the spirit world. They are living,
magical, and free-willed, but their extradimensionality isn’t guaranteed. And
the more I think about it, the more I like that they might not be subject to
banishment. This would make them a good place to put a lot of traditional
mythical creatures and monsters.
So to summarize, we have the following:
- Animal. Fauna, Free-Willed, Living.
- Dire Animal. Fauna, Dire, Free-Willed, Living.
- Construct. Incorruptible, Magical, Not Living, Servant.
- Divine Servitor. Extradimensional, Free-Willed, Magical, Not Living.
- Elder Thing. Free-Willed, Not Living, Truly Evil.
- Elemental. Elemental, Free-Willed, Magical, Not Living.
- Faerie. Free-Willed, Living, Magical.
- Hybrid. Fauna, Free-Willed, Hybrid, Living.
- Mundane. Free-Willed, Living.
- Plant. Flora, Free-Willed, Living.
- Slime. Free-Willed, Fungus, Living.
- Extradimensional Spirit. Extradimensional, Free-Willed, Magical, Not Living, Spirit.
- Resident Spirit. Free-Willed, Magical, Not Living, Spirit.
- Undead. Free-Willed, Not Living, Turnable.
That gives me a good starting point for making monsters for
Starfall. This remains a first pass and will likely get a deep dive later on,
but for now, it’s a good start.
In Summary
If we realize that monster classes in DF exist solely to
identify rules applications, we can break these down into individual rules
assumptions like “Is affected by True Faith” or “Is Immune to All Mind Control”.
These individual assumptions form a lexicon from which all existing monster classes
are built and with which we can create new classes. This allows us to convert
monster types, define new ones, or redefine old ones.
I hope that the worked examples above provide some insight into
what can be done with these descriptors for creating your own classes, and I’d
love to hear your feedback on what I’ve done or, if you’re willing to share, examples
of what you have done with monster classes. Please, comment below!
Faerie aren't affected by Banish. And, strangely enough, not only do no published Faerie have the Affected by Pentagram (although that's now According to Hoyle), they don't have Dependency (Mana), either, and it's not like it isn't spelled out in other, non-Faerie statblocks.
ReplyDeleteYeah, I know, we've had this discussion …
I think this is where it depends on your concept of Faeries, to some extent. In my mind (and perhaps only my mind), Faeries are extradimensional beings from the land of Faerie, and thus are subject to banishment. Giving them immunity to this means one of two things: a) Faeries are native to the normal world or (b) Faeries share the same level of protection against banishment as Elder Things. I sided with Faeries are from the land of Faerie (this may also be my D&D roots showing, since Fey there have been from another plane for ages), but that might just be me.
DeleteI also want to note that I have an email in to Kromm to get his take on several questions and will be updating this post based on what I hear back. I'll raise this point with him in my reply to get a clear answer.
The essential differences between Faerie and Demons are:
ReplyDelete* Faerie are not necessarily evil.
* Faerie have no place else to go.
I’ll skip the details, but I went through the Monster Manual (bugging Tim with a “wall of text”) and none of the fey hail from offworld. The closest were the dryads, with their “save vs. go away” and what seemed to be a life in their trees, and nixen, who lived under the ocean.
Faerie and Constructs would be good Pyramid articles. Maybe supplements