Likewise, player characters should be somewhat fragile - false moves should really hurt, and going in unprepared should result in failure, if not death.Built-In monsters that support this kind of thing would be nice, but a system to generate stuff like this would also work. The actual combat encounter should end relatively quickly once the party knows how to deal with the beastie - I'd prefer to stay away from 2 hour long boss fights that consist of whittling away at 200 HP brick walls.Another fair chunk could come down to tracking the creature, therefore mechanics to track could ideally be interesting and tense, rather than "Roll Perception at DC20 to find it," letting players make real decisions in the process.I.E., the rules support a lengthy investigation phase. Much of the session before finding the monster should be spent trying to piece together its strengths, weaknesses, and powers, rather than figuring it out when you encounter it.It's a typical setup, but the things that would ideally set it apart from a standard D&D game, mechanically, are as follows (in order of how important I find them): ![]() Hey all, so I've been kicking around something that I'd like to try and run at some point for my group, and I wanted to see if anyone here had some good ideas for systems that could accommodate this premise.īasically, imagine something quite like the Monster Hunter series of video games: PCs are hunters from a local village/town who travel around to take on hunting jobs and slay beasts of ever-increasing danger.
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