Members | Sign In
All Forums > Rules and Mechanics
avatar

Creature HPs

posted Aug 09, 2012 21:46:19 by Antalon
There's much more guidance about hit locations for creatures, and about creatures generally. However, I haven't found any guidance on how to determine location HP values for non-humanoid creatures? Are there some rules of thumb?

Antalon
page   1
6 replies
avatar
lawrence.whitaker said Aug 09, 2012 22:41:43
Use the human hit location chart. Most areas correspond. Abdomen = hindquarters for example. This is precisely how the creatures in the book had their HPs calculated.
avatar
SteveLieb said Dec 19, 2012 14:03:37
Long ago I put together a spreadsheet with all sorts of functions for RQ3...I'll probably eventually be doing the same thing for RQ6, but one of the data pages was a chart showing all the roll-numbers and hp multiples for each location for all of the various monster-body-formats in RQ3.
If this isn't a transgression of something, I'm happy to share it. I'm sure it won't take much thought to figure out how to use the information usefully?
http://rapidshare.com/files/2050248364/MonsterHitLocs.xlsx
If this is somehow copyright-dangerous, please feel free to delete the post.
avatar
SteveLieb said Dec 19, 2012 15:48:21
One point - I don't know RQ6 for sure, but if it follows the MRQ SRD "hp table", then the RQ3 "hit point" values are WEAKER per location than the RQ6 hp per location. So we can't just use the RQ3 hp. I guess that makes sense due to the changes in the combat system.

For example, at RQ3 body hp 10/15/20 (which equate in the MRQ SRD SIZ+CON of 20/30/40)
RQ3
Head 3 5 7
Chest 4 6 8
Abdom 3 5 7
Arm(ea) 3 4 5
Leg(ea) 3 5 7
(in RQ3, head, leg, abd are all .3*HP, Chest is .4, Arms are .25)

MRQ SRD
Head 4 6 8
Chest 6 8 10
Abdom 5 7 9
Arm(ea) 3 5 7
Leg(ea) 4 6 8


To convert the RQ3 monster tables to MRQ (and hopefully this is still valid for RQ6) values, then:
Wherever in the RQ3 chart you see HP multiplier "0.33", use (SIZ+CON)*.2
Wherever in the RQ3 chart you see HP multiplier "0.4", use ((SIZ+CON)*.2)+2
Wherever in the RQ3 chart you see HP multiplier "0.25", use ((SIZ+CON)*.2)-1 (minimum 1)
Wherever in the RQ3 chart you see HP multiplier "0.16", use ((SIZ+CON)*.2)/2 (this is typically spider legs, iirc)
Note: this doesn't 'fix' the discrepancy between RQ3's assumption that the hp for Head=Abdomen=Leg. In MRQ Abdomen is this value +1. Not sure if there's a way to address that across the variety of monster bodytypes, or if we just call it a wash. (shrug).

Again, all of this is somewhat speculative until I see RQ6. No hp table in the preview pdf.
avatar
bluefenix42 said Dec 19, 2012 19:15:13
Go to page 443 of the book for the Hit Location charts, and assign HP by analogy to humans. Then just use the numbers for the appropriate SIZ+CON from the character creation chapter.

Take Pachyderm for example, it has...

Four legs = use the Leg row from the HP chart
A head = Head row
Trunk = similar to a limb, so probably the Arm row
Hindquarters and Forequarters = these are probably Abdomen and Chest.
avatar
SteveLieb said Dec 19, 2012 20:22:31
1) you may have missed my comment that I don't have RQ6 yet.

2) while I understand that's a 'kludgeable' solution if you don't have time to come up with anything better, people have always chosen RQ for authenticity. I daresay that in terms of limb durability vs body mass, I doubt a giraffe, turtle, woolly mammoth, a crocodile, and a horse all share the same proportionality as a person (to say nothing of spiders, snails, octopi/squid, dragons, etc.) I dunno, 'assign by analogy' just isn't terribly satisfactory for me.
avatar
bluefenix42 said Dec 19, 2012 21:49:08
Sorry for the confusion, SteveLieb. I was mainly replying to the OP with my method that I use.

As far as the proportionality, RQ6 uses a... less mathematical method than the older editions, I suppose.

For RQ6, a human with SIZ+CON of 21, the following HP values apply:

Head: 5
Chest: 7
Abdomen: 6
Each Arm: 4
Each Leg: 5

For each additional 5 points of SIZ+CON, add +1 to all those values. At SIZ+CON 20, subtract 1 for all those values, and another -1 for each 5 points of SIZ+CON below that (minimum net value of 1 for any location, of course).

Looking over your post again, Steve, I realize what you're getting at with, say, a giant spider compared to an Elephant - of course, the elephant should have more HP. However, even if the two creatures are the same height, that doesn't mean they are necessarily the same SIZ. I would expect the elephant to have somewhat higher SIZ to account for its greater mass, as well as much higher CON than the giant spider. To me, that's enough accuracy to be getting on with.

If you really wanted to convert RQ6 to a more detailed system, I would start by adding the concept of "thick" and "thin" or "sturdy" and "fragile" locations. A location deemed "thick" or "sturdy" gains an additional +1 HP (or a proportional 25% or whatever), while a "thin" or "fragile" location loses the same amount. So, an elephant can have mostly sturdy locations, while a spider might have standard HP for the body, but thin/fragile limbs.

Of course, there's also the alternative of using natural armor (thick fur/hide/carapace/whatever) as damage reduction instead of messing with HP values.

Anyway, I've rambled enough. This is not a my-way-or-the-highway post, just some thoughts and suggestions. Do with it as you wish.
Login below to reply: