Showing posts with label Creatures. Show all posts
Showing posts with label Creatures. Show all posts

Sunday, October 16, 2016

3.5 vs 5.0 d20 - Large Spider comparison

5e SRD Series
D & D 5th Edition and a 5e x 5 SRD Project
The difficulty with 5e escalating HP and Damage.


I want to compare the stat block for the Large sized spider to see how the versions changed. I notice that most of the stats are similar despite being different CR levels. This may only be true at lower levels. I'll try doing a higher level comparison of a dragon next time..

1. Names
3.5e Monstrous Spider, Large
5e Giant Spider

First of all the names are somewhat different. In 3.5e, several sizes are available besides the Large Monstrous Spider. However, 5e only comes in one size in the reference document.

2. Challenge Rating
3.5e Challenge Rating: 2
5e Challenge 1 (200 XP)

The Challenge Rating has gone down one level. Despite this decrease, the stats and abilities seem somewhat similar as will be seen below.

3. Size, Type, alignment
3.5e Size/Type: Large Vermin
5e Large beast, unaligned
Both spiders are Large size

4. Hit Dice & Hitpoints
3.5e Hit Dice: 4d8+4 (22 hp)
5e Hit Points 26 (4d10 + 4)
Despite being lower CR, the 5e giant spider has more hitpoints due to the increase in hitdice from d8 to d10

5. Armor Class
3.5e Armor Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
5e Armor Class 14 (natural armor)
Armor Class the same. 3.5 provides additional information that explains how that number was calculated.

6. Speed
3.5e Speed: 30 ft. (6 squares), climb 20 ft.
5e Speed 30 ft., climb 30 ft.
Speed is the same and climb has increased.

7. Abilities

3.5e Abilities: Str 15 (+3), Dex 17 (+3), Con 12 (+1), Int Ø (na), Wis 10 (+0), Cha 2 (-4)

Initiative:+3
5e STR14 (+2), DEX16 (+3), CON12 (+1), INT2 (−4), WIS11 (+0), CHA4 (−3)
Strength has decreased and intelligence and charisma have increased slightly.

8. Skills

3.5e Skills: Climb +11, Hide +3*, Jump +2*, Spot +4*
Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
*Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. 

5e Skills Stealth +7 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.

The stealth ability seems better for the 5e spider. Climb seems much better since the 5e spider automatically climbs difficult surfaces due to the description of Spider Climb. The 3e spider seems to have to make a climb roll and use a +11 bonus - which means that that spider could fail the roll and fall. While the 3e spider receives +4 Spot bonus, the 5e spider receives a 10 to perception as will be seen in the section 10 Senses section and Web Sense.  This is very much improved senses.

9. Attacks

3.5e Base Attack/Grapple: +3/+9
Attack:Bite +4 melee (1d8+3 plus poison)
Full Attack: Bite +4 melee (1d8+3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, web


Poison (Ex)
A monstrous spider has a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.
Web (Ex)
Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.


5e Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-­filled crevices. Such lairs are often festooned with web cocoons holding past victims.
Despite being lower CR level, the 5e spider receives a higher bonus to hit and though has similar damage.

10. Senses

3.5e Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits

Tremorsense (Ex)
A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

5e Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10

11. Saves

3.5e Saves: Fort +5, Ref +4, Will +1
5e STR14 (+2), DEX16 (+3), CON12 (+1), INT2 (−4), WIS11 (+0), CHA4 (−3)
5e switched to basic stat based resistance instead of fort, ref, and will. It also has charisma save.

12 Remaining information from 3.5e.
Feats:
Environment:Temperate forests
Organization:Solitary or colony (2-5)



Treasure:1/10 coins; 50% goods; 50% items
Advancement:5-7 HD (Large)

This is information missing from the 5e SRD. This information is helpful for setting and treasure distribution.

Summary
In all, I think that the large monstrous spider and the giant spider are comparable between versions with only small changes.
 

Tuesday, August 2, 2016

JAGS: Mountain Lion, jaguar, puma

For my wild west game using the JAGS system.
JAGS RPG is a universal game system that can be found as a free download at http://mchacon8.wixsite.com/jagsrpg

JAGS wild west bestiary
Mountain Lion, Cougar, Puma

Photo by Greg Hume found at Wikipedia

[Click stat block to enlarge and see entirely]


Tuesday, July 26, 2016

JAGS: first batch of directly converted wild west creatures

JAGS Fan Content series
The search for a fantasy or universal RPG: The winner and my choice.
Test played Reviews: JAGS Revised
JAGS: NPC templates for humans by type
JAGS: NPC list & skills
JAGS: Creating wild west creatures
JAGS: A) OGL 5e SRD conversion to JAGS

Here is my first attempt at some direct conversions from d20 5th edition to JAGS.

[click image to enlarge]


Sunday, July 24, 2016

JAGS: Creating wild west creatures

JAGS Fan Content series
The search for a fantasy or universal RPG: The winner and my choice.
Test played Reviews: JAGS Revised
JAGS: NPC templates for humans by type
JAGS: NPC list & skills
JAGS: Creating wild west creatures


There are three ways that I can try to create some creatures for my wild west game.

I can either:
a) build them from scratch using the JAGS Archetype rules.
b) try to convert them from an OGL source.
c) or combine the results from both methods to form a hybrid agreement if possible.

I think I will try all three if possible and compare the results.

But first I need a list of wild west creatures. And that basically means creatures of the dessert, mountains, and plains of central and southern USA.

I'll focus on the italicized animals which are predators and hunted animals.

Many Biomes
vulture
hawk
eagle
porcupine
skunk
long-tailed weasel
gray fox
ground squirrel
ants
bee
wasp
white-tailed deer
moose (elk)
american badger
bat

Dessert
rattlesnake (western diamondback, copperhead, cottonmouth,)
scorpion
tarantula
gila monster
coyote
armadillo
black-tailed jack rabbit
cottontail rabbit
bobcat (lynx)
gopher
prairie dog

Plains
buffalo (bison)

Mountains
black bear
brown bear
mountain lion (cougar, puma)

Other terrain animals
alligator
crocodile
great white shark
coral snake

Sunday, June 12, 2016

ABS12: Merfolk & Satyr, ver 1.05

All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12). I've greatly expanded the weapons list. I've changed from a power level creature system to a base statistic system. 

New version number
If you haven't  noticed, I upped the version now to 1.05 including everything changed or added last week. The current version is much larger than the last version update. I've added a preview text highlighting parts of the game. I added PL0 information. I improved the fighter, magic user, and thief. I've added many creatures which are now playable. And I added the gingerbread person for hit or description location.



Merfolk and satyr added to the creatures or playable races.

[Click to enlarge]



A Basic System 12 (ABS12)
Index of my blog

Sunday, May 22, 2016

ABS12 PL1 Creature Species

All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).

New version number
If you haven't  noticed, I upped the version now to 1.02 including everything changed or added last week. The current version is much larger than the last version update. I've added healing rules, revised the thief, added a character sheet, added more Description Verbs (skills) including new natural weapons, and added PL0 and PL1 non-humanoid creature encounters.

PL1 Creatures

To round out the standard creatures for power level 1, these will be the non-humanoid creatures that most games have.

The Beetle and Wood Golem will be that main end boss type creature.
Zombies of PL0 creatures should add usability to creatures and humanoids.

Description skills
I also have to add the skill information for these creatures.
smash/slam - using fists or other appendages to forcefully attack a target.
song - this is a magical song which has some effect on another character.
splinters - ejecting several dozen razor sharp shards of wood.
trample - walking or running over another character.

A Basic System 12 (ABS12)
Index of my blog

Wednesday, May 18, 2016

ABS12: PL0 non-humanoid Creatures, list of humanoid species

All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).

PL0 Creatures

To round out the standard creatures for power level 0, these will be the non-humanoid creatures that most games have. I may make some unique creatures for this game if I can.

The Drakeling will be that main end boss type creature.
Giant ants  and bats will be the tougher creatures.
Imps and Ghouls will have damage over time bites and stings.

Humanoid Species

For humanoid species use the stats for the Descriptions for PL0 - Fighter, Magic User, Thief, Healer - which are already on the game document.

Humanoid species include humans, orcs, dwarves, elves, halflings, gnolls, goblins, kobolds

Description skills

I also have to add the skill information for these creatures.
aware - because of increased senses and focus, the species has greater awareness of surroundings.
dig - this species can dig much faster than normal.
climb - this species has the ability to climb surfaces more easily.
fly - this species can fly at an increased speed. When in flight, add the speed amount to the defense.

A Basic System 12 (ABS12)
Index of my blog

Friday, May 6, 2016

Looking at OGL stat data: Black Bear

Comparative Stat Structure

For creatures, monsters, and encounters, I wanted to look at and test out some of the things that other games have done. For the comparison, system information will be placed on a spreadsheet with columns presenting similar data for each system. The comparison that I am doing is based on game systems that have some sort of Open License. This comparison is for my own study and information purposes and does not mean that any of these systems endorses such comparison. Copyrights of the actual product names remain with their creators.

To show the method I am considering, I just pick one creature - the black bear.

Black Bear

For a creature, a black bear seemed like a good beginning creature to show in this post.

Most of the systems are consistent with each other.

They show that it is very aware and perceptive.
It is strong and can be quick.
Bears are somewhat wise.
They aren't very intelligent nor charismatic.
Their armor defense is very slight.
They seem to have a slightly more powerful bite than the claw attacks.
Personality wise, they avoid threats unless protecting themselves or others.
Most games put them on average at a level 2 or 3 encounter.
Some games mention that they are intimidating.


Comparative Stat Block

For the comparison, I chose to use  the model that I presented in the Attributes post as an overall structure.

For spirit I used wisdom, alignment, and acumen for different systems. Most of the systems that mentioned they were either protective, neutral, or unaligned. 

Although I didn't add it to this stat block, most of the systems mention that these bears have good survival, resilience, will, or mettle skills.


Tuesday, May 3, 2016

Latest additions: description levels, fireball, PL 0, 1 encounters

All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).

Latest rule additions
Here are the latest additions added to the current ABS12 system. See the page for the complete system so far.

Description Levels
Much like PL, a description will have levels called Description Levels (DL). The Description Level chart shows titles that may be assigned to the description. The DL is also the description bonus which modifies actions that fall under the descriptions.

Speed- the speed of a character used for Initiative and movement is PL + bonus from description (if no bonus is shown then there is no bonus).

fireball- the magic user summons a fireball that is thrown at opponents. The range difficulty is used to see if the magic user can target the opponent accurately. They must equal or exceed the difficulty target number.

EP for failed and successful skill attempts
Failed skill attempts give 1 EP per degree of difficulty beginning at 1EP for Very Easy to 6EP for impossible. Successful attempts give double, 2EP per degree of difficulty beginning at 2EP for Very Easy to 12 EP for impossible.

PL 0 Opponents
Fighter; 2PL life; 4PL defense; 3PL speed; 4PL damage; 0 PL rescue gives +2 defense
Magic User; 0.5 PL life; 1PL defense; 1PL speed; 1PL damage; 0PL fireball 6PL damage [or maybe 1d12/2]
Thief; 0.5 PL life; 2PL defense; 3PL speed; 3PL damage; 0 PL covert attack 3PL damage[or maybe 1d12/4], +3 covert
Healer; 0.5 PL life; 3PL defense; 1PL speed; 2PL damage; 0 PL life heal +6

PL 1 Opponents
Fighter; 3PL life; 5PL defense; 4PL speed; 5PL damage; 1 PL rescue gives +2 defense
Magic User; 1 PL life; 2PL defense; 2PL speed; 2PL damage; 1PL fireball 6PL damage [or maybe 1d12/2]
Thief; 1 PL life; 3PL defense; 4PL speed; 4PL damage; 1 PL covert attack 3PL damage[or maybe 1d12/4], +4 covert
Healer; 1 PL life; 4PL defense; 2PL speed; 3PL damage; 1 PL life heal +6


A Basic System 12 (ABS12)
Index of my blog