This video is 5 years old, and I keep coming back to your stuff over and over again. Once again, this content is genius.You have a gift for breaking it down and making it fun. Playing D&D mo' betta like a big ol' bad ass! I hope you are well.
Cool, I’ve done this for a looonnnng time (my first chart (percentile monster mood) was written on a commodore64 (in basic)). Here is a condensed table I use on most monsters/enemies: (I’ve used dice AI chart for YEARS)... Default: All monsters attack anyone who damages them (the most). Additionally, all mobs will follow the lead of first mobs attack. Mob Mood/Motive: d6 1-3: default 4: Att front 5: Att heals/range 6: DM aggressive choice When I need a dice roll for which player gets attacked (easy to do, if I have 5 players, rolls d10...1-2: player 1 * 3-4: player 2 ...etc.). If the mob has three different attacks: d8 (d8 because main attack should be common, and need bigger percentile) 1-3: main attack. * 5-6: second a attack. * 7-8: Special attack. Memorized most of this...
Dice mind with modifiers: example use d10, 10being the worst, every time you roll a9 or ten, you start subtracting 1 from the next dice roll, on 3-8 you don't add or -, on a 1-2 you add 1 point to the next dice rolls, So you can't get super deadly attacks 5 times in a row.
This is a smart tec... brilliant... adds a lot of tension to the game... very inmersive in some hard combat scenes. Hank...a great hug from Argentina, always watching your channel with my 3 years old son Abraham, keep make some good stuff for the community
Yes! I made an AI chart for my groups last Dragon battle, thanks to your How to Play Your Dragon video. It's awesome to see a new video dedicated to this tool. Thanks Hankerin!
There is an interesting loop when the monster has no los and is below half up: it cycles the two modes going spell-heal-2 beams in succession. Great video, so inspiring!!!
Frostgrave does a pretty solid job of the AI bit with some of their more intelligent bad guys. There usually is an if/then prioritization chart. It works well for a non-gm style warband rpg.
Thank you! The AI chart idea is exactly what I've been looking for, cause yeah I'd always try to have big monsters act smart but often would have to lay off so a player didn't get nuked easily.
I LOVED this IA chart. It really puts the GAME in rope playing game. Remembering patterns and trying to cheese the AI just like a... Game. Definitely using this for my campaigns.
I use a more complex Dice Mind method: first I roll an intelligence check for each monster, boss or group of enemies, second I quickly decide the possible 3-4 actions depending by the context and by the roll, third a roll a causal check in front of the players to decide the final action of the monsters. Not each round, but often. Of course, intelligent enemies act better, animals just basic actions. If the intelligent check is low the enemy will act following wrong or simple strategy, with a high intelligent check the enemy could even understand the strategy of the players or their weak spot and act consequentially retreating or attacking with its best and winning moves. But, anyway I leave to a final roll in front of the players the destiny of the party among few possible actions determined by the context and the intelligent check , so that the DM could not be accused to have some preferences among the players or to be too evil with the party.
I run my games online, and I had a friend connect through Skype to talk to me while I talked to everyone else through Discord. (So I could hear everyone but they couldn't hear eachother) I then used a piece of software to run what my friends were saying to him (the monster). My friend is near me in combat skill (I gave him control of the entire group of 4 enemies)
Latecomer here, just subscribed. Enjoy what your producing sir! The A.I chart/card is something I’ve been toying with for a while now. It’s reminiscent of KDM which is the direction I was going for in a solo rpg.
This is a great video. I've been really enjoying the 13th Age monsters because they have some dicemind AI, but the flowcharts are really brilliant. I'm going to link to this vid from my blog and apply it to a monster I've been working on. Thanks!
This is all so obvious, but that you codified it, and made it real... As always you are a master of the Art of DM! Thanks brother, beautiful demonstration. Monster ladder-logic and flowchart engaged!
Thanks for this video it was great :D I remember seeing your AI charts in your journal overview videos and I have been thinking since then "Gee I really want to see this guy do a video on how to design that kind of AI". As luck would have it, this pops up in my feed today. Heckin' yes fren.
Just discovered you're channel. Really liking some of the ideas you're putting out here. Board games would inform this a lot with many cooperative games having card, dice and even app driven 'AI'.
Dude this vid came at the perfect time. This helped me so much with a re-thinking of my boss encounter. I have been struggling with it for a few weeks but now have a very good idea,thanks to you, about how to play it.Thanks Hank.
I've been struggling with this for a while and my players are currently at the epic tier (level 20+) in our game so this could not have been more timely. Kudos to you sir!
One potential way to do things is both Dice Mind _and_ an A.I. chart (i.e. integrate a chart of what actions the monster would do on which dice rolls into the A.I. chart)
Who plays D&D any more? It's all about ICRPG! Okay, to be fair I haven't played it yet. But it looks really good, Hank. I love seeing where you've arrived at from exploring all these different game systems. And logic gates! A personal obsession of mine.
Option 5: Steal a mechanic from board games. Use the Dice AI chart, only with cards. Numbered playing cards are great for this. Shuffle and draw in order. When deck runs out shuffle again.
Cool idea man! That's the stuff i'm searching for! Some little modifications and can use similar cards for my Solo P&P games, Battles are definitely going to 100% improve (at least)!
An idea building off your d6 wander vs seek may be to incorporate alignment into behavior. So neutral monster may be (123/456), while lawful may be more likely to seek (1234/56) while chaotic more likely to wander (12/3456).
I actually kinda wanted to try something like this for a long time, I made something that was pretty close last game -or at least it would've if the Paladin didn't double crit the boss into oblivion- but I'm taking notes and am definitely trying that next game. Thanks a lot.
I've run the Player Monster method before. One of the RPGs I run is a home brewed horror game where you can play pretty much any horror plot in any time period. I've run it for my son and his friends several times, which is great because I can rip off great 80s horror and they have no clue. I modeled one game after John Carpenter's The Thing, with one NPC and one player starting as a Thing monster. Everything was done to breed paranoia. When they split up I actually placed each group in separate rooms. Notes were passed that no one else could read. When events occurred for one group, others might not know. Did Dan get killed by a monster, or did John kill him? And once they discovered other players could be creatures all hell broke loose. It was great. They turned on one another fast, death by flamethrower was rampant, and everyone was out for themselves. And anyone who managed to have become a monster would kill without any regards to fairness. It was by far one of the craziest, most violent games I ever ran. But everyone had a great time and want to play it again.
I refuse to fall into the fairness paradox. it took my players a few....close counters and a party wipe or two to realize it. Now, now they are WAY more careful, they're tactical; and whenever we have a player that's new, or just "Every problem is a nail, and I'm a hammer!" the other players step up to try to help that. Being a little more aggressive with my monsters, really stepped my players up. A few times, I've brought in a player monster, and MAN that was crazy. even for me
Player monster: I agree, years ago I had to fight the current arch druid to rise up to that rank myself; another Player that archdruid and it was an epic fight, taking a whole day and the player was out to kill me! Back then I was very angry with the GM, but I will never forget this fight, just be careful with that method and I would suggest to ask the other PCs, if the are ok with it..All the best from Germany
Your videos are amazing, keep them coming! What if you added the 'Izanagi' ability from Naruto where upon taking fatal damage, the beholder can permanently blind one of it's eyes to shift reality and escape that damage, too much?
Do you have more videos on how to create good logic for the enemies? I'm trying to use a bit of all of them in my game. Mostly dice mind for easier stuff and the patterns for the bosses.
Loved this video, well presented and well thought out, it's very good for beginning DM's or DM's looking for new modes of handling monsters, but as I may have said in my comment some time ago on your TPK video regarding not stopping the game when characters die, you would probably hate being a player in my games. I understand using the mechanic of a pattern in combat similar to how combats run in video games, it's easier to deal with for the DM and easier for the players to figure our how to handle them and it's fine for hordes of creatures like non-leader orc, kobolds, goblins, etc. but I personally just don't think it's appropriate for use with highly intelligent sentient creatures, such as an eye beast "beholder" for example. Such a creature would be using every single trick in the book including changing up the order of its attacks to come out ahead in the fight and would not have a set "program" for how it fight but would adapt as best it could to the foes it was dealing with. As far as the wander or search mechanic and the flow carts etc. prior to combat it's the simplest most effective way of handling it and I very much liked your take on dealing with the non combat aspect of the thing. As always a great video!
With enough thought put into them I think you could have a good product on your hands. great btw I struggle sometimes with not wanting to "paste" my players, so this would be a good thing for me to wash my hands of favoring the players over what the monster would actually do. thanks
Make it simpler: roll "Recharge" at the end of the monster's turn to let the players know that it's coming! You can still divide the other attacks with the A.I. and conditions to give yourself guidelines to play the monster right!
I'd be very interested in more of this. Do you use those 3 charts for all large-scale monsters, or do you customize it on a per monster basis. Something like this that is rules agnostic would be a great supplement, and useful for Solo RPG as well.
Personally i find if you want a bbeg to make real decisions just build it a secret backstory. Use that to mark which players are worth the most points to this monster. The player which reminds them most of their high school bully is worth 10 points. They will risk their own life to get this one. Everyone else is worth like 5,4 and 3 based on perceived threatlevel. If the 3 point player starts running away the bbeg is not even going to try and chase them
How to put a party together that went 2 ways? I mean, they went working for 2 separate groups in conflict. So i intend to make them join together by some third intervention. Could that work?
Anywhere we could find some more of those AI charts? They seem really interesting, but need some more examples before I could create my own. I don't want the monsters to act all the same.
Clarence dominates the party, now you must all nerf yourselves. Don't you tell me what to do with my monsters' brians! Monsters are for eating characters: yumm! But 'Dice Mind' is good: d8: 1-8 = eat characters! If the characters suck, kill them all with encounter one! Raise them as undead abominations to kill the next group of characters! But, I suppose, you might suggest players consider hirelings for meat shields. They can always throw the dungeon donkey at the evil creatures. +5% XP for sacrificing nameless hirelings to the monster gods of old.
Stupid question, but - WHAT IS YOUR BOOK? I'm looking at the video description to see if there is a link and... nothing. Hook me up with the knowledge please?
Great system. My only question: your system says to retreat if the monster is below 1/2 their HP. If they have a moment of safety, they heal. What if that first healing brings their HP right back over half? Does the monster go back to fighting or continue retreating?
This video is 5 years old, and I keep coming back to your stuff over and over again. Once again, this content is genius.You have a gift for breaking it down and making it fun. Playing D&D mo' betta like a big ol' bad ass! I hope you are well.
1:47 worst throw ever recorded in history of man. 11:34, most epic throw ever recorded in history of man.
Addramyr Palinor hahaha I didn't notice that till now
^ This
The real life representation of a NAT 1 and NAT 20.
AI cards should be your next product for sale. I'd buy em.
This is some OG Runehammer, straight from the vein
Cool, I’ve done this for a looonnnng time (my first chart (percentile monster mood) was written on a commodore64 (in basic)).
Here is a condensed table I use on most monsters/enemies: (I’ve used dice AI chart for YEARS)...
Default: All monsters attack anyone who damages them (the most). Additionally, all mobs will follow the lead of first mobs attack.
Mob Mood/Motive: d6
1-3: default
4: Att front
5: Att heals/range
6: DM aggressive choice
When I need a dice roll for which player gets attacked (easy to do, if I have 5 players, rolls d10...1-2: player 1 * 3-4: player 2 ...etc.).
If the mob has three different attacks: d8 (d8 because main attack should be common, and need bigger percentile)
1-3: main attack. * 5-6: second a attack. * 7-8: Special attack.
Memorized most of this...
Commodore 64, man that brought back memories! My first system was a vic 20 o.O
Dice mind with modifiers: example use d10, 10being the worst, every time you roll a9 or ten, you start subtracting 1 from the next dice roll, on 3-8 you don't add or -, on a 1-2 you add 1 point to the next dice rolls, So you can't get super deadly attacks 5 times in a row.
Yeah this is the way forward. Tourniquet approach. Easy to justify as well, they get tired with one ability feel something fresh is in order.
This is a smart tec... brilliant... adds a lot of tension to the game... very inmersive in some hard combat scenes.
Hank...a great hug from Argentina, always watching your channel with my 3 years old son Abraham, keep make some good stuff for the community
Awesome. For my own personal module I'm building with my own setting? A flowchart with gates to accompany my monsters' stat blocks. Brilliant.
Yes! I made an AI chart for my groups last Dragon battle, thanks to your How to Play Your Dragon video. It's awesome to see a new video dedicated to this tool. Thanks Hankerin!
There is an interesting loop when the monster has no los and is below half up: it cycles the two modes going spell-heal-2 beams in succession. Great video, so inspiring!!!
Frostgrave does a pretty solid job of the AI bit with some of their more intelligent bad guys. There usually is an if/then prioritization chart. It works well for a non-gm style warband rpg.
Very nice. Like blackstone fortress behaviorcharts for mobs
This is genius! I love all these methods and have been trying to come up with a new interesting way to DM. THANK YOU!
Thank you! The AI chart idea is exactly what I've been looking for, cause yeah I'd always try to have big monsters act smart but often would have to lay off so a player didn't get nuked easily.
I LOVED this IA chart. It really puts the GAME in rope playing game. Remembering patterns and trying to cheese the AI just like a... Game.
Definitely using this for my campaigns.
I use a more complex Dice Mind method: first I roll an intelligence check for each monster, boss or group of enemies, second I quickly decide the possible 3-4 actions depending by the context and by the roll, third a roll a causal check in front of the players to decide the final action of the monsters. Not each round, but often. Of course, intelligent enemies act better, animals just basic actions. If the intelligent check is low the enemy will act following wrong or simple strategy, with a high intelligent check the enemy could even understand the strategy of the players or their weak spot and act consequentially retreating or attacking with its best and winning moves. But, anyway I leave to a final roll in front of the players the destiny of the party among few possible actions determined by the context and the intelligent check , so that the DM could not be accused to have some preferences among the players or to be too evil with the party.
I run my games online, and I had a friend connect through Skype to talk to me while I talked to everyone else through Discord. (So I could hear everyone but they couldn't hear eachother)
I then used a piece of software to run what my friends were saying to him (the monster). My friend is near me in combat skill (I gave him control of the entire group of 4 enemies)
Latecomer here, just subscribed. Enjoy what your producing sir!
The A.I chart/card is something I’ve been toying with for a while now. It’s reminiscent of KDM which is the direction I was going for in a solo rpg.
I've just found your channel, been binge watching all day. Awesome info in this channel man! As an inexperienced dm, I appreciate these videos a lot.
This is a great video. I've been really enjoying the 13th Age monsters because they have some dicemind AI, but the flowcharts are really brilliant. I'm going to link to this vid from my blog and apply it to a monster I've been working on. Thanks!
Here's a link to the blog. This is such great stuff!
ragroad.blogspot.com/2018/01/monster-ai-challenge-adjustments-and.html
This is all so obvious, but that you codified it, and made it real... As always you are a master of the Art of DM! Thanks brother, beautiful demonstration. Monster ladder-logic and flowchart engaged!
Thanks for this video it was great :D I remember seeing your AI charts in your journal overview videos and I have been thinking since then "Gee I really want to see this guy do a video on how to design that kind of AI". As luck would have it, this pops up in my feed today. Heckin' yes fren.
I've been waiting for this video for so long.
Just discovered you're channel. Really liking some of the ideas you're putting out here. Board games would inform this a lot with many cooperative games having card, dice and even app driven 'AI'.
Dude this vid came at the perfect time. This helped me so much with a re-thinking of my boss encounter. I have been struggling with it for a few weeks but now have a very good idea,thanks to you, about how to play it.Thanks Hank.
I've been struggling with this for a while and my players are currently at the epic tier (level 20+) in our game so this could not have been more timely. Kudos to you sir!
Thanks Hank - i'm going to work on a few of the card ideas myself.
One potential way to do things is both Dice Mind _and_ an A.I. chart (i.e. integrate a chart of what actions the monster would do on which dice rolls into the A.I. chart)
Awesome ideas .I'm going to try them .
GODDAMNIT! Those are some AMAZING ideas and suggestions! So much to steal!! Thank you man!! Love this video! :)
So when's the "Runehammer: Run D&D Like a Badass" book coming out? Put all of this stuff down in easy to reference chapters and I'm in.
Index Card RPG!
Who plays D&D any more? It's all about ICRPG!
Okay, to be fair I haven't played it yet. But it looks really good, Hank.
I love seeing where you've arrived at from exploring all these different game systems.
And logic gates! A personal obsession of mine.
Omg sweet Christmas please yes
Awesome advice & great eyebeast model
Option 5: Steal a mechanic from board games.
Use the Dice AI chart, only with cards. Numbered playing cards are great for this.
Shuffle and draw in order. When deck runs out shuffle again.
The AI chart cards would be an amazing Kickstarter
Woooo! that is the good stuff! Just when you tyhink you have heard all the DM tips you can handle... Its Hammer Time!
well done good sir. i will use your training in my up coming game. i will report back with my findings.
This advice is still incredible.
Cool idea man! That's the stuff i'm searching for!
Some little modifications and can use similar cards for my Solo P&P games, Battles are definitely going to 100% improve (at least)!
YISS! those videos are the core of Runehammer in my mind. I'm happy to see a new one! I've got love for all your vids still
An idea building off your d6 wander vs seek may be to incorporate alignment into behavior. So neutral monster may be (123/456), while lawful may be more likely to seek (1234/56) while chaotic more likely to wander (12/3456).
I actually kinda wanted to try something like this for a long time, I made something that was pretty close last game -or at least it would've if the Paladin didn't double crit the boss into oblivion- but I'm taking notes and am definitely trying that next game. Thanks a lot.
I've run the Player Monster method before. One of the RPGs I run is a home brewed horror game where you can play pretty much any horror plot in any time period. I've run it for my son and his friends several times, which is great because I can rip off great 80s horror and they have no clue. I modeled one game after John Carpenter's The Thing, with one NPC and one player starting as a Thing monster. Everything was done to breed paranoia. When they split up I actually placed each group in separate rooms. Notes were passed that no one else could read. When events occurred for one group, others might not know. Did Dan get killed by a monster, or did John kill him? And once they discovered other players could be creatures all hell broke loose. It was great. They turned on one another fast, death by flamethrower was rampant, and everyone was out for themselves. And anyone who managed to have become a monster would kill without any regards to fairness. It was by far one of the craziest, most violent games I ever ran. But everyone had a great time and want to play it again.
Dice mind is effing BRILLIANT!
I refuse to fall into the fairness paradox.
it took my players a few....close counters and a party wipe or two to realize it.
Now, now they are WAY more careful, they're tactical; and whenever we have a player that's new, or just "Every problem is a nail, and I'm a hammer!" the other players step up to try to help that.
Being a little more aggressive with my monsters, really stepped my players up.
A few times, I've brought in a player monster, and MAN that was crazy. even for me
Thanks for this. Very helpful stuff. I can't wait to put it to use.
That chart method reminds of the Gambit system in Final Fantasy XII (great way to manage your party when fighting non-boss monsters).
I love your stuff man! Keep it going!
this vid helped me so much with my d&d style rpg card game! thanks!
AI chart is pretty cool!
I love the idea of dice mind! Definitely going to try that one out 😁🖖
I've done the player controled monster. Its fun
This is basically how computer games do AI 👍 can give great results with just a little bit of work.
As always, fantastic advice.
The AI chart idea is cool.
This! You are my hero, Hankerin!
I love this video. Awesome content!
Player monster: I agree, years ago I had to fight the current arch druid to rise up to that rank myself; another Player that archdruid and it was an epic fight, taking a whole day and the player was out to kill me! Back then I was very angry with the GM, but I will never forget this fight, just be careful with that method and I would suggest to ask the other PCs, if the are ok with it..All the best from Germany
Your videos are amazing, keep them coming! What if you added the 'Izanagi' ability from Naruto where upon taking fatal damage, the beholder can permanently blind one of it's eyes to shift reality and escape that damage, too much?
I've seen variations of this mechanic in rules designed for solo play.
Asom job man. I aways you enjoy your content.
this is a sick system thnxx
wow fantastic! patent this!
Extremely cools stuff!
This is brilliant! Thanks for this!
And the ever changing forms of SawBoss!
I use dice mind a lot. As a player or a DM.
Do you have more videos on how to create good logic for the enemies? I'm trying to use a bit of all of them in my game. Mostly dice mind for easier stuff and the patterns for the bosses.
Hey man! I love Mechanic 2 :)
Awesome!
Great stuff!
DAT COOZY! Want it. Dig Chuck, dig Rose. /salute
Loved this video, well presented and well thought out, it's very good for beginning DM's or DM's looking for new modes of handling monsters, but as I may have said in my comment some time ago on your TPK video regarding not stopping the game when characters die, you would probably hate being a player in my games. I understand using the mechanic of a pattern in combat similar to how combats run in video games, it's easier to deal with for the DM and easier for the players to figure our how to handle them and it's fine for hordes of creatures like non-leader orc, kobolds, goblins, etc. but I personally just don't think it's appropriate for use with highly intelligent sentient creatures, such as an eye beast "beholder" for example. Such a creature would be using every single trick in the book including changing up the order of its attacks to come out ahead in the fight and would not have a set "program" for how it fight but would adapt as best it could to the foes it was dealing with. As far as the wander or search mechanic and the flow carts etc. prior to combat it's the simplest most effective way of handling it and I very much liked your take on dealing with the non combat aspect of the thing. As always a great video!
All the new games, that I have seen do this dice mind now. Runehammer has changed ttrpgs or as the old ones call them, pen&paper rpgs.
Any chance you would add these to your icrpg cards?
I never expected so much interest in these...it's an intriguing idea...like a print-n-cut AI volume....zany
With enough thought put into them I think you could have a good product on your hands. great btw I struggle sometimes with not wanting to "paste" my players, so this would be a good thing for me to wash my hands of favoring the players over what the monster would actually do. thanks
Make it simpler: roll "Recharge" at the end of the monster's turn to let the players know that it's coming! You can still divide the other attacks with the A.I. and conditions to give yourself guidelines to play the monster right!
I'd be very interested in more of this. Do you use those 3 charts for all large-scale monsters, or do you customize it on a per monster basis. Something like this that is rules agnostic would be a great supplement, and useful for Solo RPG as well.
i mix and match.. sometimes its handy, othertimes a pain lol
Personally i find if you want a bbeg to make real decisions just build it a secret backstory. Use that to mark which players are worth the most points to this monster.
The player which reminds them most of their high school bully is worth 10 points. They will risk their own life to get this one. Everyone else is worth like 5,4 and 3 based on perceived threatlevel. If the 3 point player starts running away the bbeg is not even going to try and chase them
11:34 that fuckin Gambit card throw...
FYI, The Mechanic: Ressurection was a GOOD FILM!!! :(
That said, I still enjoy watching you videos.
ahhh ahahah nice
You are awesome. Also, what kind of pen do you use for your sketching in your notebook?
uniball gel elite
How to put a party together that went 2 ways? I mean, they went working for 2 separate groups in conflict. So i intend to make them join together by some third intervention. Could that work?
Anywhere we could find some more of those AI charts?
They seem really interesting, but need some more examples before I could create my own.
I don't want the monsters to act all the same.
I haven't made a full set, relying on hoembrewers, but teh demand seems crazy high for these...hmm.....
These chocolate terrain bars look so tasty.
You better clean those index cards up!
I fucking love you and I love this. Thank you!
How do they reproduce without sleep?
Waking dreams
17:51 _"His miniature is a little oversized, like it's not even miniature"_
I guess it's a maxiature then?
Which book is that? I see core at the bottom but cant find it on drivethu
search runehammer?
I searched runehammer, but the books I see have "world" where core is on the book you have in the vid
www.drivethrurpg.com/product/212262/INDEX-CARD-RPG-Core-2E?src=hottest_small
Thank You!!
Just grabbed it and will likely grap your other works next weeek! Is this your own "game" or can this book work in 5e?
does L.O.S. stand for Lots Of Sause
yes
Clarence dominates the party, now you must all nerf yourselves. Don't you tell me what to do with my monsters' brians! Monsters are for eating characters: yumm! But 'Dice Mind' is good: d8: 1-8 = eat characters! If the characters suck, kill them all with encounter one! Raise them as undead abominations to kill the next group of characters! But, I suppose, you might suggest players consider hirelings for meat shields. They can always throw the dungeon donkey at the evil creatures. +5% XP for sacrificing nameless hirelings to the monster gods of old.
Genius
I know I'm a bit late to the party, but how do you handle the recursion cycle? Is there a counter system?
yeh time it like anything else!
AI Mind would've been SO useful for HOTDQ...
Nice
man, u're the best dm i've seen for a while nigga
Stupid question, but - WHAT IS YOUR BOOK? I'm looking at the video description to see if there is a link and... nothing.
Hook me up with the knowledge please?
i have several. links here: www.runehammer.online Holler
I think everyone wants to know, to paraphrase Pulp Fiction: what's in the bottle?
mead! home made by my friends from gen con
Runehammer oh, well I suppose you can't get that at Meijer.haha
I like how that friend is a her..... bahahahaaaaa
Great system. My only question: your system says to retreat if the monster is below 1/2 their HP. If they have a moment of safety, they heal. What if that first healing brings their HP right back over half? Does the monster go back to fighting or continue retreating?
return to battle!
If beholders don’t sleep than how do they reproduce in your world