Monster Math: White Box Fantastic Medieval Adventure Game

Monster Math

White Box Fantastic Medieval Adventure Game

Assumptions

This document assumes you’re using the Ascending Armor Class [AAC] optional rule.

Table of Average Monsters

Here’s what an average monster looks like on paper…

Level

Hit Points

Attack

Damage

Armor Class

Saving Throw

Experience Points

Treasure

0

2

D20

D6-1

8

19

10

25

1

3

D20+1

D6

9

18

15

35

2

7

D20+2

D6+1

10

17

30

75

3

10

D20+3

D6+2

11

16

60

150

4

14

D20+4

2D6

12

15

120

300

5

17

D20+4

2D6+1

13

14

240

600

6

21

D20+5

2D6+2

14

13

400

1,000

7

24

D20+5

3D6

15

12

600

1,500

8

28

D20+6

3D6+1

16

11

800

2,000

9

31

D20+6

3D6+2

17

10

1,100

2,750

10

35

D20+7

4D6

18

9

1,400

3,500

Warning

An “average” monster at level 1 will kill an “average” player at level 1 half the time. If your players die half the time, they won’t want to play very much. I like to let players fight monsters two levels lower than they are. If I want my players to fight a crowd of monsters (two monsters per player), then I let the players fight monsters four levels lower than they are.

Adjusting the Average Monsters

“Average” monsters may not make sense for your story. For example:

  • Treasure: You might want your players to kill a rabid polar bear. But why should a polar bear have treasure? Polar bears don’t carry coins! Instead of having the players find the treasure on the bear, they can get the treasure as a reward from nearby townsfolk.

  • Weapons: Maybe you want the monster to use a heavy, clumsy weapon, like an axe. Easy! Just subtract one (or two!) from “Attack” and add one (or two!) to “Damage!”

  • Armor: Maybe you want a well-armored monster to be harder to hit. Easy! Just subtract 5% from its “Hit Points” for every point you add to it’s “Armor Class!”

Fun

Above all, just have fun! Playing the game is about playing the game; not worrying about the math!

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