Tuesday, September 09, 2014

Dark•Heritage m20 v 1.1.5

Well... as soon as I thought I could rest on my laurels with 1.1.4, I printed the document out and decided to read through it one more time.  Luckily I did, in printed format, with a bit more leisure to pay attention--I found a number of errors.  Most of them are merely minor errata or clarifications, but I did find one very egregious error.  It was so bad, I had to fire my QC manager.  (I don't have a QC manager.  I do all of this myself.)

When I added the monster section, I mostly cut and pasted and mixed around a bit a number of monsters from a number of m20 sources.  It was always my intention to go in and clean that up, make sure that there was common formatting, make sure that all the stats were aligned, etc.  But I got distracted, didn't do it, forgot I hadn't done it, and didn't look over the monster list again.  D'oh!  I found references to D&D-style spells that I didn't have, I found monsters with extraneous stats, I found that none of my monsters actually had hit points (just hit dice!) and I found that my list needed some work (I had too many various version of "ghost" for example--spectre, wraith, ghost and more.)  I still had some monsters that didn't really fit the milieu as well.

So, for my 1.1.5, the current update, I've mostly fixed the monster section.  It's a significant fix to that section of the document.  There are, however, a few minor typographical fixes and a handful of clarifications and minor rewrites of a sentence or two here and there scattered throughout the rest of the document.  Heck, I even found an error on the character sheet!

A few notes about the monsters.  The list is somewhat abbreviated, but it shouldn't be hard to make your own, or convert from other d20 sources.  In fact, I prefer the latter especially--for the most part, if you have the basic attacks and damage, hit points, and armor class, you're good to go--all you need is a couple of special abilities to make the monster interesting.  This extremely abbreviated format means that it's really easy to mix and match special abilities with a monster that otherwise can be modified or adjusted on the fly to be appropriate for any range of desired challenge.

By far the most "difficult" monster on the list is the Angel, which I included more as a point of reference rather than because I expect to use one.  At 20 HD and with a number of special abilities, it should be out of reach of even a party of 10th level PCs in most circumstances (the highest level that the game supports).  Angels, as they are in Campbell's Deepgate Codex, are most likely fallen and scary... and can take on small armies in combat without being overly worried.  But like I said, I really only included it for reference.  A minor god, like Herne of the Wild Hunt would be an order of magnitude more fearsome in combat--probably twice the HD and twice the special abilities.  A major god, like one of the Four Horsemen would be an additional order of magnitude more powerful--60-100 HD.

The notion of a PC ever taking on even the lowliest of these, the angel, is barely feasible.  Anybody beyond that is absurd.  But the monster list is relatively short.  Rather than add more monsters to it, however, I'll probably leave it up to you if you want more.  They're farcically easy to create.  I'll probably also add them here and there on the blog, as inspiration strikes me.

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