Monsters would need to be handled a little differently in the game skeleton and modifications that I have laid out. They need to mirror what we’ve done to player characters in that they need to be more fragile in terms of hit points but still need to have the capacity to do greater harm and to be minor and even major villains – rather than simple ‘mooks’ – without just becoming massive hit-point sinks.
If we look at a standard monster stat sheet, we can see that we don’t really need to change that much. The only real problems that we have exist around Hit Points and Challenge Rating, but this isn’t insoluable.
For Hit Points we can do what we do for player characters, a basis of Hit Die type + Constitution Bonus, with Heroism (Morale) going up by level. However, given that players encounter lots of monsters, the CR determines how many – total – Heroism points they contribute, and their maximum spend. This going into a pool used by the Games Master – with a maximum spend equal to the highest CR in an encounter. This also does a nice job of modelling the role and value of leadership – and of taking out enemy leaders…
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