As I mentioned in my post
about converting creatures from Though Ultan’s Door to 5E Dungeons &
Dragons, it is not my favourite edition of D&D. And its certainly not my
favourite game for doing fantasy adventure.
For a bit of fun, I decided
to try my hand at converting the Ravens of Perjury to a few other systems. I
found the results interesting, and they shed some new light on the differences
between the games and the philosophies behind their monster design.
The original stat line,
which I won’t share here, is very simple in the classic D&D style. I don’t
think the stat line was created with much eye towards mechanical balance, but
presumably with the intention that it would be part of an adventure for
lower-level characters. It has relatively few HP and doesn’t do a very large
amount of damage. Its AC is decent, presumably to reflect that it can evade
attacks by flying. It has a fairly basic ranged attack, and one more powerful
single-use, single-target, Sleep effect.
One notable consideration
about these sort of classic D&D style stats is that the numbers are
reasonably straightforward to come up with because HD give a rough guide to how
many attacks it takes to kill, and AC is on a fixed scale. As a result,
“eye-balling” the strength of a monster is not too hard.
The first conversion I did
was to 13th Age:
Ravens of Perjury
2nd level caster [BEAST]
Initiative: +4
R: Murderous Glare +7 vs MD -- 7 psychic damage
C: Sleep Beam +7 vs PD -- 5 psychic damage, and if the target
has less than 15 hit points the target falls unconscious (hard save ends, 16+;
it also ends if the target takes damage)
Limited use: 1/battle.
AC 19
PD16 HP 28
MD12
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There are a few things that I think are
worth noting. Firstly, I love 13th Age stat blocks—they tell me
exactly what I need to know to run a monster in that game; however, they don’t
really tell you much about a monster out of combat. That’s not really something
I’m looking for in most games, and definitely not something I need in 13th
Age.
13th Age’s monster design is
based on a fairly strict mathematical formula, which the books reduce to a
table, for what kind of HP, defences and attacks a monster of a given level
should have. I did this conversion as a level 2 creature, because four level 2
creatures should be a medium challenge for four level PCs, and the stat blocks
I made for 5E were also premised on the assumption that four Ravens would be a
medium challenge for a party of four PCs.
Of all of these conversions, 13th
Age is definitely the system with clearest and most robust underlying math, so
the creation of stats was very straightforward. I reduced the HP a little and
boosted the AC to reflect a monster that is not very tough but is hard to hit.
That is the same reason I chose to make PD (physical defense) higher than MD
(mental defense).
Another thing that I think is interesting
as a comparison is the way that 13th Age’s level system effects all
of the stats. In 13th Age, pretty much all numbers increase with
level—including damage dice for PC’s attacks (monsters do static damage that
increases with level). Unlike the classic D&D version of this monster, AC
is not bounded within a particular range for either the monster itself or the
PCs. That means that the mathematical formula behind the stats is, at least in
my view, far more important and necessary for gauging how challenging this
monster will be.
The final note that I would make is that
if I were to use this in a 13th Age game, I would have to either
design a second variation or pair it with a different monster for encounters.
Fighting four of the same enemy in 13th Age is quite boring. The
combination of fixed damage, fixed HP and repetitive attacks means that an
encounter is much more interesting with a combination of different monsters
that target different defences and deal different amounts of damage/inflict
different conditions. 13th Age also uses the concept of “mooks”,
simple monsters with a very small amount of HP that effectively take damage as
a group. A simple approach might be to make a mook version of the Raven’s whose
Sleep Beam causes a different effect or that attacks physically rather than
magically.
The next conversion was to Dungeon World:
Ravens of Perjury Group,
Devious, Small
Murderous Gaze (1d6 damage, ignores armor) 5
HP, 0 Armor
Close, Near, Far
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·
Flit swiftly but erratically.
·
Glare balefully, like cutting knives.
·
Render unconscious with a gaze when threatened.
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This was probably the simplest conversion,
and—truth be told—if I ran the module in Dungeon World I would probably just
convert monsters on the fly. For the purposes of this experiment I have
followed the procedure in the rule book. Assigning stats in Dungeon World is
extremely straightforward. There is no change in accuracy based on level, and
damage, HP and armor only scale very slightly based on how dangerous the
monster is. A lot of the power level of a monster resides in the way its moves
are described, the fictional positioning and the hardness of moves the GM chooses
to make with it.
The Sleep Beam is described only by
refence to a monster move, and there is no limit on how often it can be used.
How effective it is, and how often is comes into play, will rely a lot GM
judgement. Due to the difficulty of a fight being much more in the hands of the
GM than in the stats of the monsters in Dungeon World, there isn’t an awful lot
to the mechanical design process here. The major task is coming up with right
monster moves.; fortunately, Ben’s writeup in the module gives some pretty
clear hints about what appropriate moves are.
The final conversion was to Torchbearer:
Ravens of Perjury
Might: 1 Nature:
3
Descriptors: Flying, Spying, Rends minds
with a glare
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Conflict Dispositions
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Conflict Weapons
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Kill: 7
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Kill Weapons
Attack: +1D, bypasses armor, Murderous
Glare
Defend: +1D, Erratic Flight
Maneuver: +1D, +1s, bypasses armor, Sleep
Beam
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Drive Off: 3
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Drive Off Weapons
Attack: +1D, bypasses armor, Murderous Glare
Defend: +1D, Erratic Flight
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Flee: 5
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Flee Weapons
Attack: +1D, Erratic Flight
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Instinct: Turns its violent gaze upon things from
an animal curiosity.
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Special: Ravens of perjury can see in the dark.
Any character knocked out by a raven of perjury in a Kill or Drive
Off conflict gains the exhausted condition.
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This design was probably the biggest challenge. Firstly, because I haven’t created a monster for Torchbearer before and, secondly, because the rules-object of a monster in Torchbearer is so different from your average D&D style game. The descriptors and instincts are all ripped pretty much from Ben’s description in the module but capturing the Raven’s special abilities and modes of attack was much more of a challenge.
Conflicts, including combat, in
Torchbearer use a relatively abstract resolution system that the underlying
fiction sometimes hangs on a bit loosely, so representing the key thematic
aspects of the Raven mechanically took a bit of thinking about. I decided that
since the Sleep Beam is a limited use ability in D&D, in Torchbearer it
should be saved for Kill conflicts where the Raven is fighting for its life. I
also decided that Ravens should be most difficult to confront in Kill conflicts
because that is when they would pull out all the stops. By contrast, I made
them be relatively weak in Drive Off conflicts, as I took the view that they
probably weren’t interested in a protracted fight if they had the option to
leave.
This is probably the stat block I am least
satisfied with because Torchbearer is the system I am least familiar with out
of these three (I haven’t really got to play Torchbearer—although I have played
a bit of Mouse Guard—whereas I have played both 13th Age and Dungeon
World quite often). On the other hand, it also the conversion I am most
interested in testing the results of, because I would like to know how well it
works.
In the end, I found this whole
conversion process quite interesting, and I think there is something to be
learned by comparing how different systems treat their monsters mechanically
and what that means for those games. Hopefully it was at least somewhat
interesting to read about too.
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