Our d100-rollable, narrative system of monster A. I. provides 480 instant combat behaviors for your monsters.

This helps DMs increase theme interruption, reduce decision fatigue, and flesh out combat without wasting time.

Our system is based on the assumption of species variability, and organized in three categories:  Aggression Level, Stage of Combat, and Combat Behaviors.

Species Variability.  In large populations, trait variance is the norm.  Not all Goblins are Dimwitted.  Not all Dragons are Brilliant.  And not all Orcs attack Fanatically.

Aggression Level.  In our system, how your monsters act derives from how they feel, unless overridden by their General Intelligence.  Are your monsters feeling Fearful, Measured, Aggressive, or Fanatic?

Stage of Combat.  Monsters behave differently as combat unfolds.  Are you in the Surprise Round, the First Round, or Continuing Combat?

Combat Behaviors.  In the spirit of D&D, we’ve chosen to present our d100-rollable combat behaviors as brief narratives that include game effects.  This is different from A. I. that is 100% narrative exposition (like a book without d100-rollable tools).  And it’s different from a discreet input/output A. I. (which would be best served by an app, at the risk of altering the vibe of tabletop D&D, and making it play more like a video game).

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First Steps

These steps take seconds to implement.

  1. Determine Aggression Level by rolling d100 on the monster card. This rating governs the specific actions your Monsters are motivated to take.
  2. Determine General Intelligence by rolling d100 on the monster card. This rating governs the strength of reasoning and combat expertise the DM may choose to employ when commanding these monsters.
  3. Determine monster Weaponry, Specialized Units, and Special Abilities by rolling 3 x d100 on the Monster Card. Refer to the Tome of Lore for specifics on each monster.
  4. Refer to our narrative A. I. blueprints for Monster Combat Behaviors in the Tome of Lore.  These instant narratives are based on Aggression Level and Stage of Combat.  Roll once for an instant combat narrative during each stage of combat:  Surprise Round (when monsters have Surprise), First Round, and Continuing Combat.
  5. Track Linchpin Combat Events on the Monster Card to adjust Aggression Level. When monsters move to a new Aggression Level, refer to the new narrative A. I. blueprints for that Aggression Level to implement the new combat behaviors.
  6. Remember, most monsters may Save vs. the Fearful or Fanatic Aggression Levels, based on their General Intelligence, at the DMs discretion.

 

See the full blog here.

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