General Intelligence Basics

General Intelligence (GI) is our new rating tool that governs the relative strength of combat reasoning, combat cool, and combat expertise DMs can employ when commanding monsters.

Q: Then…isn’t GI just a full proxy for AI?

A: No. It’s one of many features that govern monster behavior in The Grim & Deliberate Beast. The ability to roll for GI orients DMs immediately to the relative strength of their monsters.  Then, features like Aggression, Linchpin Combat Events, Weaponry, Special Units, Special Abilities, and Special Tactics provide DMs with a wealth of options for specific monster combat behavior. The DM is always the final arbiter of monster actions.

Our philosophy behind the concept of a d100-rollable General Intelligence is this: In all large groups of monsters, there is variability. In our system, not all Goblins are Dimwitted. And not all Dragons are Brilliant. When using The Grim & Deliberate Beast, you’ll get more variability in your combat, and less of what you’ve come to expect. This leads to more excitement, more fear, and more comradery between the players in your campaign. Every combat has the potential to be a unique and brutal encounter.

First Steps

Determine the General Intelligence rating for each monster, by rolling d100 on the Monster A.I. Card.

Note:  We didn’t include Mindless as a rollable result on our Monster A.I. cards.  Most monsters, even Gelatinous Cubes and Zombies, are more fun to command and to battle when they are Dimwitted at a minimum.  However, there may be circumstances when the DM chooses to run a Mindless monster, so we’ve included a Mindless category below.

At the DMs discretion, most Monsters receive a Saving Throw to resist entering the Fearful and Fanatic Aggression Levels, based on their General Intelligence.  Details below.

General Intelligence Ratings

Mindless.  Mindless monsters are those without developed brains, those who have suffered massive brain trauma, or those who have had their minds stolen or impaired by special abilities or magic. Mindless monsters in combat take reflexive actions based on triggers to their primal senses: Light, dark, heat, cold, touch, smell, and sound. Typically, mindless monsters will act to avoid fire, or the threat of a long fall. But because they lack true reasoning they can be tricked into harming themselves by more subtle means. The strength of mindless monsters lies in their numbers and in their horrifying tenacity.

Mindless Monsters do not experience the Fearful, Cautious, Measured, or Aggressive Aggression Levels, and do not receive a Saving Throw vs Fanatic.  They attack Fanatically whenever their primal senses are triggered. In a sense, Mindless monsters are binary.  They’re either on or off.

Dimwitted.  Dimwitted monsters make strategic mistakes and have trouble accurately predicting how enemies will behave in combat. They tend to argue with each other, and act on half-baked information. Their reasoning is leaky. They act with high variance, often adjusting their behavior based on emotion, and due to the recency of events, rather than because of the actual importance of those events.  Their actions are not based on a cohesive plan. Monsters with Dimwitted GI may
resist entering the Fearful or Fanatic Aggression Levels if they roll a 16 or above (d20), with no modifiers.

Average.  Average monsters can survey the battlefield and make basic predictions about strategy and the strength of their enemies. They will avoid obvious tricks and traps, and won’t make the same mistakes twice. They won’t huddle in a packed group to be ravaged by an obvious fireball, or spread themselves thin to be picked off at the whim of the PCs. They may struggle when faced with complex tactics and may not adapt quickly enough to strategic changes as combat unfolds. Monsters with Average GI may resist entering the Fearful or Fanatic Aggression Levels if they roll a 13 or above (d20), with no modifiers.

Intelligent.  Intelligent monsters make excellent combat decisions. They work together well, communicating relevant information to coordinate their attacks.  They are able to accurately predict how enemies might act, and their behaviors reflect an efficient, well-considered plan. Their reasoning is tight and they are tough to rattle. Intelligent monsters will usually concentrate their attacks on the PC they identify as the most dangerous to them. They will not divide their numbers unless this makes tactical sense. Monsters with Intelligent GI may resist entering the Fearful or Fanatic Aggression Levels if they roll a 7 or above (d20), with no modifiers.

Brilliant.  Brilliant monsters work together in terrifying synchrony. They employ high-level thinking and can strategically counter PC actions on the fly. They make the most efficient use of their attacks, movement, tactics, and special abilities.  They will almost always kill the PC who poses the most threat to them first. They have a nearly omniscient ability to predict PC combat behaviors, and make formidable enemies. Monsters with Brilliant GI may resist entering the Fearful or Fanatic Aggression Levels if they roll a 4 or above (d20), with no modifiers.

 

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