Collected resources for Macchiato Monsters
By no means is this intended to be comprehensive, just stuff I've come across and found useful (and a couple things of my own).
Play Aids and Advice
Spell Cost Reference Sheet (this one is mine!). I found that trying to create prices to spells on the fly was a bit taxing, so I wrote up a flowchart to get a rough cost as a starting point. Partly inspired by Blades in the Dark magnitude tables.
Combat Example by the author of Macchiato Monsters. Very helpful for getting an understanding how how it's supposed to play out.
Settings and Item Tables
UVG Equipment Tables and Rules by aincumis
Post Human Orbital Structures - really cool alternate setting, equipment tables thing by
House Rules and Hacks
Inverted Risk Dice (personal house rule)
Risk dice step down in size when the highest three values are rolled, not the lowest.
Rationale is that for consumables it makes more sense (I just ate a ton of these rabbits, that's why there are less of them), and it also spreads out the feel bads. Currently it's a double feel bad when you both roll low (and get very little benefit) and also now your thing is running out.
Downside, slightly more mental overhead since the numbers to watch for are different for each die size.
Monster Dice (personal house rule/hack)
Replace monster's Morale Die with an all purpose Monster Die. If they try to do something in their nature, roll the skill die.
1-3 are degrees of failure, and the die steps down until they get a chance to rest.
4+ are degrees of success.
If a monsters is particularly skilled at something, roll with advantage.
If they're bad at something or it's out of their nature, roll with disadvantage.
This can be used for everything from sneaking and ambushes, to resisting magical effects. It mostly felt weird to me that the advice for these things in the book was to just invent a stat for them on the fly, and roll under that. Risk Dice are used for everything else, why not also this?
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