When gaming, it’s important for a GM to have information
organized in a way that makes sense to him or her and is easily parsed. The
standard GURPS Dungeon Fantasy monster stat block is enormously better
than the in-line stat blocks presented for animals in GURPS Basic Set, but I
still find it a cluttered mess when a monster has a lot of traits. That’s why I’ve
developed my own stat block that I use for monsters.
In creating my stat block, I tried to pull from sources that
worked well for me in the past, organize information by kind, and maintain some
degree of information density. While I don’t really talk much about my d20
days, I don’t loath the system, and I do think it got a lot right. One thing
that Wizards of the Coast did well in the end of the 3.5 edition days was
rearrange the monster stat blocks by statistic usage. They broke up traits and
abilities and such by when the monster is first encountered, its defenses, its
offenses, and the rest. This is where I started.
The Template
“So just how did you arrange my monster stat block and why?” you
ask? Well, in broad strokes, I begin with a description of the monster in plain
speech. This covers the monster’s appearance, occurrence, behavior, etc. If I
were looking to publish this material, I’d make it flavorful like you see in
the likes of Dungeon Fantasy Monsters 1 and its ilk. More important to my
needs, though, is any information I can put there about how the monster
behaves. Then I follow up with the following sections:
First Encounter
So what sort of information do we need in GURPS when a monster is
first encountered? Well, we need to know when
that encounter starts, of course! Part of that is determined by the monster,
namely its senses. What else is important? Basic Speed sets turn order and
plays a roll in initiative and determining Surprise, so definitely that. Also,
the monster’s Size Modifier affects the PCs’ ability to spot it, so that
belongs here, too.
Harkening back to my D&D days, I am very use to seeing an
arrangement of [Size] [Type] for helping classify monsters. More than that, it’s
far easier to sort through monsters by type if the type is listed at the top of
the entry. For these two reasons, I placed Monster Class in First Encounter directly after SM.
After SM, Class, Basic Speed, and all senses are enumerated, it’s
worth listing any qualities pertaining to first encounter that may be of use.
These have been generally rare in practice and almost always pertain to senses.
This is where special senses get described in full. In fact, the description
should be thorough enough that someone reasonably familiar with GURPS
shouldn’t have to reference any books to understand how the Quality works. That
doesn’t mean copying entire trait entries from Basic Set, but it does mean
writing out special or obscure rules in the context of the quality. The idea is
that the monster entry is everything
the GM needs to run the monster.
Lastly, traits and features related to the initial encounter also
belong here. These generally include anything that affects initiative order
(like Enhanced Time Sense) or senses (like Dark Vision, Discriminatory Smell, Night
Vision, Subsonic Hearing, or the traits developed here).
What does not belong here are traits
that simply add a bonus to anything already listed here. We are reducing
clutter, not just moving it around. This means Acute Senses are never listed,
and new sense traits like Pararadar or Vibration Sense are added to the list of
senses with their relevant scores instead of being listed here. If they require
further explanation, that might
justify their presence, but it’s better to list it out in full as a Quality.
Defense
How do I generally expect players to interact with a monster?
Usually by trying to kill it and take its stuff. Yeah, sure, once in a while,
players talk to monsters, but mostly they just kill them. And that means I need
to know how the monster tries to avoid being killed. This section of the stat
block is all about just that – anything pertaining to defenses.
For starters, all of the monster’s HP, FP, DR, and active
defenses are listed out. If a monster specifically never uses or lacks one of
these, it is still listed with a dash to indicate that it is not an option
ever. That can be useful information.
Next up are a Qualities, Resistances, Immunities, and Weaknesses.
The first is just as it was in First Encounter, but applied to defensive
capabilities. This is the section where I call out things I do not want to forget during play, like all
of the Injury Tolerances a monster might have. Then I list out Resistances with
any bonuses or levels expressed parenthetically – e.g., Magic (2) or Disease
(+3). I usually drop Pain (+3) in here in place of listing High Pain Threshold
later on. Immunities work the same, except there are no parentheticals
necessary. Lastly, I list anything that might be a weakness for the monster.
This includes the obvious stuff like Vulnerability and Weakness, but also
behavioral stuff like Bad Temper, Curious, etc. These can cause a monster to do
defensively bad things or restrict
their ability to fight. Basically, anything players might be able to exploit to
the detriment of the monster get listed.
After all of this is written up, listed out, and enumerated, I
drop any traits not already fully described in a list under Traits or Features.
This has turned out to be the longest list of traits in the template pretty
consistently.
Offense
A monster isn’t much of a monster if it had no offensive
capabilities, right? So next, I list out all of those, beginning with the
monster’s mobility. Each movement mode gets listed, with its speed, and if
applicable, acceleration in standard GURPS notation. I don’t bother with
implied modes like Swimming or Climbing unless they are enhanced or primary
modes of movement. Thus, a human would only have Ground Move listed, not his
implied Water Move or Climbing Move, unless he specifically bought those higher
than normal.
Next, I list out all of the monster’s attacks, with any skill
scores, resistance rolls, etc. parenthetically after the attack name, just as
it is done in DF monster blocks. Then comes the attack description. This
should include all of damage, reach/range, accuracy, RoF, shots, and recoil, as
applicable, plus all special rules governing the attack in sufficient detail
that a typical GURPSer doesn’t need to look anything up elsewhere. This is just
like Qualities – the monster block should be all the GM needs to look at to run
the monster.
And speaking of Qualities, these follow Attacks and are just as
thorough in their description as anywhere else in the block. They include
things like auras, acid blood, venoms and poisons, movement abilities, some non-damaging
spells, etc. I will also put traits I don’t want to miss or that might require
extra information for ease of use – like Super Jump and jumping distance –
here.
As always, I round out the section with a list of Traits and
Features that have not been fully described elsewhere. These should all be movement-
or attack-related, like Ambidexterity, Extra Attack, Flight with relevant
modifiers, etc. I don’t generally list Striking ST here because its sole effect
is to increase damage, which is already listed in the monster’s attacks. I also
don’t list Lifting ST unless the monster regularly grapples – encumbrance
levels, if relevant, are listed later.
Statistics
This final section of the stat block is a catchall for whatever hasn’t
been mentioned already and might be relevant. It begins by listing out the monster’s
ST, DX, HT, IQ, Per, and Will; and then goes on to include a list of any Traits
not already called out or described. This is usually a pretty short list and
might include traits that impact social interactions like Appearance. It will
also be where morphological traits, like Horizontal, show up. Note that talents
are never listed, since they mostly just give a bonus to skills (listed next),
and if they have a special bonus, that would get listed under another section
or generally be irrelevant.
Next up is a list of common skills the monster might have, with all
modifiers from traits and abilities already applied. This list should be
limited to skills that might get used in an encounter. Sorry Cooking skill.
Finally, the section rounds out with notes. These should include
anything and everything not already mentioned about the monster, including
common treasure, willingness to negotiate, encumbrance levels for potential
mounts, meat quantities for potential food, etc. Be thorough here!
And that’s about it. That’s the block I use.
But What Does It Look Like?
Or . . . Shut up and show me the block already!
Monster Name
Description
First
Encounter
SM 0 Class
Basic Speed 0.00
Vision
0
|
Hearing
0
|
Smell
0
|
Quality 0
Traits: 0
Features: 0
Defense
HP
0
|
FP
0
|
DR
0
|
Dodge
0
|
Parry
0
|
Block
0
|
Quality: 0
Resistances: 0
Immunities: 0
Weaknesses: 0
Traits: 0
Features: 0
Offense
Ground Move 0
Attack (00) 0
Quality 0
Traits: 0
Features: 0
Statistics
ST
0
|
DX
0
|
HT
0
|
IQ
0
|
Per
0
|
Will
0
|
Traits: 0
Skills: 0
Features: 0
Notes
I like that, especially the first encounter part. Having all the relevant senses and other details that you need to know about how the encounter should start is very helpful.
ReplyDeleteThanks! That's kind of why I set it up that way. Too often, I would miss something not on the standard DF bestiary template. I'm also considering appending this a little to include Morale in First Encounter, Control Point Thresholds for Fantastic Dungeon Grappling (from Hall of Justice [https://gamingballistic.com/product/hall-of-judgment-print-pdf-bundle/]) and maybe even a standardized Chase score (thanks, Charles!) if I find Chase rules from Action! 2 - Exploits sees a lot of use in play.
DeleteI like this a lot. It feels strange to me to not list basic attributes first but really those aren't the things you NEED first! If love to see one of your stat blocks in action (not just the template)
ReplyDeleteAhh, I see the pony stat block but would love to see an actual monster!
DeleteSorry for the late response, but here I posted a monstrous moth on September 17th that might be more to your liking. Here is the direct link: http://abovetheflatline.blogspot.com/2018/09/colossal-monstrous-moth.html
DeleteAs for not putting basic attributes first, yeah, I tried to list it in order of what I need as my players encounter it instead of in order from basic info to more detailed stuff. It results in some information being a little redundant (do I really need Per when I already know all of its sense rolls and skill scores?), but I tend to err on the side of more info than less. Nothing is worse for me than having to look up some random bit mid-fight.
Thank you and agreed on all points!
Delete