Anatomy of Failed Design: 3E NPC/Monster creation
Posted: Tue Aug 25, 2009 9:55 am
Why a system?
Yeah, the PCs need something to fight. But in the first place, why have a monster creation system? You could just make up numbers and arbitrary abilities for your monster and just write those down? It's certainly faster. Having a system means you have more rules to learn and you have to reference those rules to make enemies, and it slows down the game to some degree. So why bother making your game more complex than it has to be?
The real answer is that we want a method to help us design adversaries (and by extension, encounters) that won't kill our players. In combat heavy games like D&D, this is essential. We want our encounters to be dramatic and close, but not deadly. And to achieve that delicate balance, it's important that the PC's adversaries, be they medusa archer or elven ranger, are adequately balanced.
I didn't come here to watch you do your taxes: Speed is everything
Okay, so we want a way to measure a given adversaries power. But what else does such a system need?
Well first of all, it needs to be fast. If you can't use it fast enough, it just isn't useful. One of the big advantages of tabletop gaming is that it's freeform. And as DMs we all know how rapidly PCs can derail what we expect is a simple plot. And that's fine... plots get derailed, it's a fact of life. Your game should actively work to accommodate that fact.
If you want decide to punch the lord in the face and what the DM thought was a social encounter now turns into a combat encounter. What happens then. Maybe your DM didn't even plan on you doing this, and has no idea what the stats of the lord and his guards actually are. Well it's time to write up some monsters.
So he needs to create these characters midsession. But we better not hold up the game, so your system needs to be fast. There's no question about it. If you want a game where people can think outside the box, you better be able to draw up stuff outside the box without having to delay the game.
Monsters and NPCs need to fit their flavor
This is an RPG, so if you're generating a dragon, it better breathe fire. And if you're generating an enchanter, it should have abilities that people would expect an enchanter to have. Your system needs to be able to do that. Whether it's freeform in that it expects you to just choose thematically appropriate abilities or whether you actually assign it some kind of enchanter class or type, that's important.
Monsters should be easily playable
The DM's job is a complicated one. While a PC has a luxury of running a single mini on a board, the DM is controlling possibly 20 or more creatures at once. That means that those monsters need to be manageable. DMs don't want to track little small +1 conditional bonuses and that bullshit to determine if a kobold hits. Nor do they want to have to keep track of a ton of minor buffs or any of that bullshit.
Whenever possible, keep it simple, because as referee, the DM has a lot of things to do.
The Analysis
Now that we know what makes an adversary creation system, lets go and analyze the 3E version.
How strong is a level 10 giant?
Okay... so everything uses classes. Even monsters use monster classes like humanoid, giant, undead, etc. And those classes have hit dice and base attack bonus, and all that crap. And you think... well okay, a 10 hit dice (or level 10) giant is equivalent to a level 10 PC.
Well no. Because a level 10 giant doesn't really get anything that you care about. It's a weaker chassis than the warrior NPC class that oddly enough fights as well as a cleric. Why? Fuck if I know. Outsiders on the other hand are made of awesome.
And here's where things start to go to shit. To make up for this power discrepancy, somebody got the great idea of just stacking on hit dice. So now hit dice is virtually meaningless compared to PC level, and we need a new category to determine how tough a monster is. And thus, Challenge Rating was born.
Of course, there's no real obvious correlation between CR and Hit dice. Some monsters have CR less than half their hit dice. Others have them about equal. But remember, CR is the thing we actually care about. The #1 use of the monster creation system is to generate challenging, but not deadly encounters. So that CR is what we care about. That's the magic number.
But guess what? CR is determined arbitrarily. Literally nothing in the entire fucking system helps you figure out the CR of the monster you just made. It's just a cruel joke. The system does pretty much everything else, except rate a monster's CR.
But sure, you're saying... monster classes must do something. They determine base attack bonus. Well yeah, they do, but BaB isn't the only way to calculate a monster's attack bonus. In fact, the other half comes from ability scores. And guess what. That shit is entirely arbitrary. And the moment you add an arbitrary value, the whole fucking thing is fucked. If your system is X+Y, if Y is some value you pulled out of your ass, it doesn't matter what X happens to be, because Y can always fuck it up and the system can't account for what Y might be, because it's totally fucking random.
And there's an arbitrary value for every single fucking stat you care about. Attack bonus adds strength, Fort save adds con, will save adds wisdom, AC adds natural armor. Yup... every fucking stat that matters in game is now arbitrary.
Surely monster abilities must come from some table or something? Nope... entirely arbitrary.
But... but.... Their DCs are supposed to be determined by the hit dice! And you say... wow, maybe the hit dice actually means something. Nope... you add an arbitrary ability score to it. Once again, totally pointless. Might as well just pick a number out of your ass. That's where a giant's strength comes from.
So take a moment to realize that you're doing all this work, and you're getting zero return on it. Okay great.
Tax Code: Fill it out in triplicate!
Well okay, so it's not very accurate at determining CR... but I'm sure that it's at least fast. Right? Fuck no.
It's slow as shit. Because remember those monster levels that didn't do anything to help you determine CR? Well it turns out that they determine a bunch of substats, like a monster's base saves and BaB. Which you then have to add with the monsters ability scores, those arbitrary values which destroy any semblance of having a meaningful system.
And you think, well okay... maybe all this number crunching is worth it. I mean maybe those final numbers you just calculated can get you a CR, right? Wrong fuckers. CR is the one value you don't calculate. That's determined by eyeball.
Oh but it gets better... it's not just enough that you have to do all that math, but now you have to make your monsters like they were PCs by giving them feats.
Why, I don't fucking know, because you could have just assigned abilities arbitrarily that do the exact same thing, but each monster has to get 1 feat per 3 hit dice it has, you know, just like the players get. I guess there's some monster's rights union out there enforcing these trivial factors. I mean if you're going to hand out monster abilities arbitrarily, why not just hand out feat abilities arbitrarily. The numbers are arbitrary, the medusa's petrifying gaze is arbitrary, why bother wasting your time even opening the players handbook and picking out feats.
At this point, you're not creating something more balanced, you're just wasting the DM's time. It's kinda like trying to keep flies off shit because the flies might get the shit dirty.
NPCs are PCs: Because the DM clearly has no life
Ok so monster creation doesn't work... at all.
But now you're saying... NPCs are different! They use PC classes. They aren't shitty like those awful monster classes. Their CR = their level. Only due to the system requiring a huge amount of rules mastery, the CRs of PC classes are way out there. Your 1st level wizard might be a TPK in a can if he took color spray, or he might be a laughable joke if he took magic missile. Writing wizard 1 doesn't necessarily equal CR 1.
PCs take a fucking long time to make in 3.5. You don't just write up a random fighter and expect him to compete with stuff of his CR. You better be prepared to dumpster dive your ass off for the best feats, magical gear and prestige classes. Even making a wizard or cleric isn't exactly trivial. You've got a bunch of buffs to worry about, and have to keep long lists of your spells tracked. And don't forget, you better shop around for those magical items. Creating a competitive PC is a lot of work.
And in their wisdom, the designers of 3E decided, hell yeah, the DM can do that for every single fucking NPC in the game!
And this is where things really go to crazy town. Writing up a monster is a pain in the ass, and it makes you jump through a bunch of hoops that you don't even need to, but when you get to NPCs, it actually expects you to set a significant amount of your life on fire to make them. Yeah, every mid to high level NPC you write has to go to the magic shop and equip himself with his own gear. And he needs feats and he has to do every little trick PCs do to compete.
Magic item shopping: We're all out of lube
Well, guess what. PCs have magic items, so NPCs have to as well. It's only fair, right?
Only what happens if every NPC has as much treasure as every PC. The PC can kill an NPC of his level and literally double his wealth. Well that's a huge balance problem. We really can't have that. So we give NPCs less wealth. But wait... now don't they have a CR discrepancy. If the PC fighter gets all this awesome gear and the NPC can't afford it, then being a PC fighter is way better, right?
Well the designers have their solution: Consumable items. Yeah. Just hand them potions and crap. That way they can drink their way to power and the money is gone. Can't afford a +2 sword, oil of greater magic weapon! Sound good?
Well guess what, DM? You just got it stuck up your ass, again. This means you're going to have a ton of extra shit to keep track of in combat. Your NPC now has a potion of bulls strength that he can drink, and oil of GMW he can put on his sword and an oil of magic vestment he can pour on his armor. And you have to track him both buffed and unbuffed (in case, you know, he doesn't get a chance to drink it.) And you also have to worry about whether he drank it. And if all your NPC warriors have potions of fly, bull's strength and so on, you've got a lot of bullshit to keep track of.
Oh and... um... you also have to buy the NPCs gear with virtual gold too. So better make sure those potions aren't too expensive! But hey, that whole storyline you wanted to do can wait, you have math and shopping to do!
NPCs are PCs: Or are they?
Well, it doesn't build challenging encounters, it's slower than a sedated turtle... does it at least build reasonable story characters?
Well the answer here is "sort of". While it's true that NPCs do the same things PCs do, they don't really play the same way.
When was the last time you saw an NPC fight through 4 encounters in a day and conserve his spells? Probably never. Lets face it, NPCs exist only to kick your PCs asses; that's the one big encounter they're going to have and their moment in the spotlight. They can damn well blow their entire wad trying to win that battle, and really there's no reason they wouldn't.
Now is the time the PC spellcasters are probably standing up saying, "Wait, that's not fair! I have to conserve my spells!"
And they're right. That's not fair. That's in fact, horribly unfair. By treating NPCs like PCs, you're giving NPCs an edge because they can ignore resource conservation. So the NPC wizard gets all the spell slots the PC wizard does... only he doesn't have to ration them, and can just go nova.
Think you're playing the same game... well, you're not.
What's the alternative?
Well before we worry about better systems, lets just assume that we tried it without having any fucking system at all. Lets just pull numbers out of thin air. If you want NPCs to have an item, you don't buy it, you just give it to them. If you want them to have an ability, you give it to them. Similar to what Shadowrun does.
Encounter Difficulty: Winner - Draw. In terms of determining a challenge rating, pulling numbers of your ass and eyeballing things is bad at determining challenge rating. But then, the 3E system relied entirely on eyeballing to figure out CR anyway.
Speed: Winner - No system. Pulling numbers out of your ass may not be accurate, but it is incredibly fast, and requires zero tax code. It's also completely modular, meaning that you invent stats as they're created. You don't need to know any particular adversaries' specific skills until you need that skill, because there are minimal substats. 3E's system is left in the dust.
Story consistency: Winner - Draw. While pulling crap out of your ass may seem like the NPCs don't feel real, you're going to pull out numbers that make sense, and you in fact don't have to worry about a system creating stuff that doesn't make sense, because you can create exactly what you want. So yeah, nothing really lost here. The ability to make things consistent is just up to the person making the NPC or monster.
Ease of Play: Winner - No system. Since you're not constrained to making things like PCs, you can just hand out whatever modifiers you want and not worry about small conditional bonuses, or have to use tricks like have NPCs use consumable items to save on money.
So that's it. Literally the 3E system is worse than not having a system at all. In all of our important criteria, the best it did was achieve a tie half the time, and it lost in the other two. To make matters worse, it lost really horribly in the speed category.
And this is comparing it to having no system at all!
To put it another way... consider this analogy. If you want to get to the store to buy something, you could always walk. You have that option by default. Ideally you'd like a bike or even a car to make your trip easier. The 3E system is like a broken car that you decide to push to the store. It's harder than just walking and has no benefits. It's just added dead weight that you're pushing around.
Lets lay this horseshit system to rest once and for all. It fucking sucks. And you shouldn't be apologizing for it. This system has no redeeming qualities, and if you like it, you should feel ashamed.
It is without a doubt, the worst part of the entire edition.
Yeah, the PCs need something to fight. But in the first place, why have a monster creation system? You could just make up numbers and arbitrary abilities for your monster and just write those down? It's certainly faster. Having a system means you have more rules to learn and you have to reference those rules to make enemies, and it slows down the game to some degree. So why bother making your game more complex than it has to be?
The real answer is that we want a method to help us design adversaries (and by extension, encounters) that won't kill our players. In combat heavy games like D&D, this is essential. We want our encounters to be dramatic and close, but not deadly. And to achieve that delicate balance, it's important that the PC's adversaries, be they medusa archer or elven ranger, are adequately balanced.
I didn't come here to watch you do your taxes: Speed is everything
Okay, so we want a way to measure a given adversaries power. But what else does such a system need?
Well first of all, it needs to be fast. If you can't use it fast enough, it just isn't useful. One of the big advantages of tabletop gaming is that it's freeform. And as DMs we all know how rapidly PCs can derail what we expect is a simple plot. And that's fine... plots get derailed, it's a fact of life. Your game should actively work to accommodate that fact.
If you want decide to punch the lord in the face and what the DM thought was a social encounter now turns into a combat encounter. What happens then. Maybe your DM didn't even plan on you doing this, and has no idea what the stats of the lord and his guards actually are. Well it's time to write up some monsters.
So he needs to create these characters midsession. But we better not hold up the game, so your system needs to be fast. There's no question about it. If you want a game where people can think outside the box, you better be able to draw up stuff outside the box without having to delay the game.
Monsters and NPCs need to fit their flavor
This is an RPG, so if you're generating a dragon, it better breathe fire. And if you're generating an enchanter, it should have abilities that people would expect an enchanter to have. Your system needs to be able to do that. Whether it's freeform in that it expects you to just choose thematically appropriate abilities or whether you actually assign it some kind of enchanter class or type, that's important.
Monsters should be easily playable
The DM's job is a complicated one. While a PC has a luxury of running a single mini on a board, the DM is controlling possibly 20 or more creatures at once. That means that those monsters need to be manageable. DMs don't want to track little small +1 conditional bonuses and that bullshit to determine if a kobold hits. Nor do they want to have to keep track of a ton of minor buffs or any of that bullshit.
Whenever possible, keep it simple, because as referee, the DM has a lot of things to do.
The Analysis
Now that we know what makes an adversary creation system, lets go and analyze the 3E version.
How strong is a level 10 giant?
Okay... so everything uses classes. Even monsters use monster classes like humanoid, giant, undead, etc. And those classes have hit dice and base attack bonus, and all that crap. And you think... well okay, a 10 hit dice (or level 10) giant is equivalent to a level 10 PC.
Well no. Because a level 10 giant doesn't really get anything that you care about. It's a weaker chassis than the warrior NPC class that oddly enough fights as well as a cleric. Why? Fuck if I know. Outsiders on the other hand are made of awesome.
And here's where things start to go to shit. To make up for this power discrepancy, somebody got the great idea of just stacking on hit dice. So now hit dice is virtually meaningless compared to PC level, and we need a new category to determine how tough a monster is. And thus, Challenge Rating was born.
Of course, there's no real obvious correlation between CR and Hit dice. Some monsters have CR less than half their hit dice. Others have them about equal. But remember, CR is the thing we actually care about. The #1 use of the monster creation system is to generate challenging, but not deadly encounters. So that CR is what we care about. That's the magic number.
But guess what? CR is determined arbitrarily. Literally nothing in the entire fucking system helps you figure out the CR of the monster you just made. It's just a cruel joke. The system does pretty much everything else, except rate a monster's CR.
But sure, you're saying... monster classes must do something. They determine base attack bonus. Well yeah, they do, but BaB isn't the only way to calculate a monster's attack bonus. In fact, the other half comes from ability scores. And guess what. That shit is entirely arbitrary. And the moment you add an arbitrary value, the whole fucking thing is fucked. If your system is X+Y, if Y is some value you pulled out of your ass, it doesn't matter what X happens to be, because Y can always fuck it up and the system can't account for what Y might be, because it's totally fucking random.
And there's an arbitrary value for every single fucking stat you care about. Attack bonus adds strength, Fort save adds con, will save adds wisdom, AC adds natural armor. Yup... every fucking stat that matters in game is now arbitrary.
Surely monster abilities must come from some table or something? Nope... entirely arbitrary.
But... but.... Their DCs are supposed to be determined by the hit dice! And you say... wow, maybe the hit dice actually means something. Nope... you add an arbitrary ability score to it. Once again, totally pointless. Might as well just pick a number out of your ass. That's where a giant's strength comes from.
So take a moment to realize that you're doing all this work, and you're getting zero return on it. Okay great.
Tax Code: Fill it out in triplicate!
Well okay, so it's not very accurate at determining CR... but I'm sure that it's at least fast. Right? Fuck no.
It's slow as shit. Because remember those monster levels that didn't do anything to help you determine CR? Well it turns out that they determine a bunch of substats, like a monster's base saves and BaB. Which you then have to add with the monsters ability scores, those arbitrary values which destroy any semblance of having a meaningful system.
And you think, well okay... maybe all this number crunching is worth it. I mean maybe those final numbers you just calculated can get you a CR, right? Wrong fuckers. CR is the one value you don't calculate. That's determined by eyeball.
Oh but it gets better... it's not just enough that you have to do all that math, but now you have to make your monsters like they were PCs by giving them feats.
Why, I don't fucking know, because you could have just assigned abilities arbitrarily that do the exact same thing, but each monster has to get 1 feat per 3 hit dice it has, you know, just like the players get. I guess there's some monster's rights union out there enforcing these trivial factors. I mean if you're going to hand out monster abilities arbitrarily, why not just hand out feat abilities arbitrarily. The numbers are arbitrary, the medusa's petrifying gaze is arbitrary, why bother wasting your time even opening the players handbook and picking out feats.
At this point, you're not creating something more balanced, you're just wasting the DM's time. It's kinda like trying to keep flies off shit because the flies might get the shit dirty.
NPCs are PCs: Because the DM clearly has no life
Ok so monster creation doesn't work... at all.
But now you're saying... NPCs are different! They use PC classes. They aren't shitty like those awful monster classes. Their CR = their level. Only due to the system requiring a huge amount of rules mastery, the CRs of PC classes are way out there. Your 1st level wizard might be a TPK in a can if he took color spray, or he might be a laughable joke if he took magic missile. Writing wizard 1 doesn't necessarily equal CR 1.
PCs take a fucking long time to make in 3.5. You don't just write up a random fighter and expect him to compete with stuff of his CR. You better be prepared to dumpster dive your ass off for the best feats, magical gear and prestige classes. Even making a wizard or cleric isn't exactly trivial. You've got a bunch of buffs to worry about, and have to keep long lists of your spells tracked. And don't forget, you better shop around for those magical items. Creating a competitive PC is a lot of work.
And in their wisdom, the designers of 3E decided, hell yeah, the DM can do that for every single fucking NPC in the game!
And this is where things really go to crazy town. Writing up a monster is a pain in the ass, and it makes you jump through a bunch of hoops that you don't even need to, but when you get to NPCs, it actually expects you to set a significant amount of your life on fire to make them. Yeah, every mid to high level NPC you write has to go to the magic shop and equip himself with his own gear. And he needs feats and he has to do every little trick PCs do to compete.
Magic item shopping: We're all out of lube
Well, guess what. PCs have magic items, so NPCs have to as well. It's only fair, right?
Only what happens if every NPC has as much treasure as every PC. The PC can kill an NPC of his level and literally double his wealth. Well that's a huge balance problem. We really can't have that. So we give NPCs less wealth. But wait... now don't they have a CR discrepancy. If the PC fighter gets all this awesome gear and the NPC can't afford it, then being a PC fighter is way better, right?
Well the designers have their solution: Consumable items. Yeah. Just hand them potions and crap. That way they can drink their way to power and the money is gone. Can't afford a +2 sword, oil of greater magic weapon! Sound good?
Well guess what, DM? You just got it stuck up your ass, again. This means you're going to have a ton of extra shit to keep track of in combat. Your NPC now has a potion of bulls strength that he can drink, and oil of GMW he can put on his sword and an oil of magic vestment he can pour on his armor. And you have to track him both buffed and unbuffed (in case, you know, he doesn't get a chance to drink it.) And you also have to worry about whether he drank it. And if all your NPC warriors have potions of fly, bull's strength and so on, you've got a lot of bullshit to keep track of.
Oh and... um... you also have to buy the NPCs gear with virtual gold too. So better make sure those potions aren't too expensive! But hey, that whole storyline you wanted to do can wait, you have math and shopping to do!
NPCs are PCs: Or are they?
Well, it doesn't build challenging encounters, it's slower than a sedated turtle... does it at least build reasonable story characters?
Well the answer here is "sort of". While it's true that NPCs do the same things PCs do, they don't really play the same way.
When was the last time you saw an NPC fight through 4 encounters in a day and conserve his spells? Probably never. Lets face it, NPCs exist only to kick your PCs asses; that's the one big encounter they're going to have and their moment in the spotlight. They can damn well blow their entire wad trying to win that battle, and really there's no reason they wouldn't.
Now is the time the PC spellcasters are probably standing up saying, "Wait, that's not fair! I have to conserve my spells!"
And they're right. That's not fair. That's in fact, horribly unfair. By treating NPCs like PCs, you're giving NPCs an edge because they can ignore resource conservation. So the NPC wizard gets all the spell slots the PC wizard does... only he doesn't have to ration them, and can just go nova.
Think you're playing the same game... well, you're not.
What's the alternative?
Well before we worry about better systems, lets just assume that we tried it without having any fucking system at all. Lets just pull numbers out of thin air. If you want NPCs to have an item, you don't buy it, you just give it to them. If you want them to have an ability, you give it to them. Similar to what Shadowrun does.
Encounter Difficulty: Winner - Draw. In terms of determining a challenge rating, pulling numbers of your ass and eyeballing things is bad at determining challenge rating. But then, the 3E system relied entirely on eyeballing to figure out CR anyway.
Speed: Winner - No system. Pulling numbers out of your ass may not be accurate, but it is incredibly fast, and requires zero tax code. It's also completely modular, meaning that you invent stats as they're created. You don't need to know any particular adversaries' specific skills until you need that skill, because there are minimal substats. 3E's system is left in the dust.
Story consistency: Winner - Draw. While pulling crap out of your ass may seem like the NPCs don't feel real, you're going to pull out numbers that make sense, and you in fact don't have to worry about a system creating stuff that doesn't make sense, because you can create exactly what you want. So yeah, nothing really lost here. The ability to make things consistent is just up to the person making the NPC or monster.
Ease of Play: Winner - No system. Since you're not constrained to making things like PCs, you can just hand out whatever modifiers you want and not worry about small conditional bonuses, or have to use tricks like have NPCs use consumable items to save on money.
So that's it. Literally the 3E system is worse than not having a system at all. In all of our important criteria, the best it did was achieve a tie half the time, and it lost in the other two. To make matters worse, it lost really horribly in the speed category.
And this is comparing it to having no system at all!
To put it another way... consider this analogy. If you want to get to the store to buy something, you could always walk. You have that option by default. Ideally you'd like a bike or even a car to make your trip easier. The 3E system is like a broken car that you decide to push to the store. It's harder than just walking and has no benefits. It's just added dead weight that you're pushing around.
Lets lay this horseshit system to rest once and for all. It fucking sucks. And you shouldn't be apologizing for it. This system has no redeeming qualities, and if you like it, you should feel ashamed.
It is without a doubt, the worst part of the entire edition.