GENERIC MONSTER AI TABLE
Why use monster AI?
Convenience. As a DM, you have a lot of stuff flying around. As much as you can consolidate what’s happening on your side of the screen, it’ll let you focus on what’s important to you and your game. This delivers.
Variance. It’s easy to get stuck in a rut. Oftentimes, the monster’s most practical or reliable choice, while tactically sound, gets stale over time. Putting dice into it will keep your players on their toes, not to mention you!
Inspiration. Even if you override and choose a monster action, the exercise of something up with 4-6 typical turns will get you into the mindset of running the monster or come up with something cool that you wouldn have needed to make if you were just jotting down abilities until it felt done.
How do I use Monster AI?
For significant creatures (that is, ones that have names or unique stat blocks), write up a short table, a d4 or d6 is usually significant. On their turn, roll on the table (perhaps multiple times) to see what they do. Here’s d6 ways you can mess with that format:
1 Make the roll 2d4, so there’s a bell curve
2 Each entry has 2 options, so you still have some randomization but the monster has latitude to make choices too
3 Put entries on the table multiple times to make some actions more common
4 Make multiple tables for different moods/modes/mindsets/forms the creature has
5 Allow the players to see the table, and choose a random person to roll the dice… their fate is decided by their roll, not yours!
6 Create a flowchart for the monster’s plan instead
Here are some basic examples of archetypal actions you can use as inspiration for your AI tables. If you need them in a pinch, just use the base word and make up the specific effects on the fly, or if you’re preparing encounters you can set it up yourself with crazy things like spells and interactions with ally creatures.
A basic d4 table for most standard creatures:
OFFENSE: Their primary attack. For a larger table, this can be split into MELEE and RANGED.
MOBILITY: Something that primarily moves things around the battlefield, perhaps doing a little damage on the side. Thorn lash, teleport, pushing. For a larger table, this can be split into MOVE (the monster moves) and SHOVE (the monster moves something else).
BUFF: Something that gives the monster and/or its allies an edge. Eating the Skinstitcher Mushrooms, activate the enchanted armor, bless an ally. For a larger table, this can be separated into HEAL (restoration effects) and BOOST (getting a temporary buff).
SUMMON: Bring something new into the battle, or call upon an ally to act out of turn. For a larger table, this can be separated into CALL (have more monsters show up) and LEAD (let allies already present take an extra turn).
For you lazy bones who want the extended table:
MELEE The monster attacks something close
RANGED The monster attacks something far
MOVE The monster moves
SHOVE The monster moves something else
HEAL The monster restores something
BOOST The monster buffs something
CALL The monster summons a new creature
LEAD The monster commands an ally to act
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