Running Monsters

During a Combat Encounter the gamemaster will determine the actions that the opponents, or monsters take. While monster's have similar actions to players, there are some key differences that are described below.

Simple Monsters

Most of the monsters in Quest of Destiny are Simple Monsters, and a Gamemaster will likely find themselves using them quite frequently. Since it is not uncommon to run many individual monsters at a time, simple monsters have special rules that make them more simple to run. This allows the Gamemaster to run a whole group of monsters in a single initiative, instead of having different initiatives based on each individual monsters action.

Instead of having a different Recovery Time for each action, simple monsters have a single recovery time. On a Simple Monster's turn, each monster is given 3 Action Points that it can use to take actions. For 1 Action Point, the monster can Move, use the Recovery Action, or use a similar minor action (swap weapons, pick up an item, etc). For 2 Action Points, the monster can use its Standard Attack. And for 3 Action Points, the monster can use one of its Special Attacks, Move Twice, or use the Recovery Action once at a +5 bonus. After each monster has used its 3 action points (or as many as it wants to use), the monster's turn is over and the whole group of monsters waits its Recovery Time before they take another turn. Note that a Simple Monster's Action Points do not carry over from turn to turn, so if an Action Point is not used it is lost.

In addition to the difference in how Simple Monster's take actions, there are also differences in how they react to attacks and conditions. For example, simple monsters never take injuries and are usually killed automatically when reduced to 0 hitpoints (unless they have some sort of Regeneration). If a power or effect would subject a Simple Monster to an Injury, it is considered an automatic Lethal Injury (or they are Incapacitated at the GM's discretion). Additionally, Simple Monsters automatically fail initial Saving Throws, meaning that the monster has to use one of its Action Points to attempt to save from the effect.

There are some other Status Effects that function differently for Simple Monsters as well. For example, the Delayed, Dazed, and Stunned conditions reduce the amount of Action Points available on the individual monster's next turn, instead of directly affecting Recovery Time. Alternatively, the Slowed condition removes all of a Simple Monsters Action Points every other turn (starting with its next turn). When a Status Effect functions differently on a Simple Monster, it is noted in the entry for that Status Effect. Similarly, if a power or effect functions differently for a Simple Monster, it is stated in that power or effect's description.

Group Attacks

Some Simple Monsters have a special type of ability that is labeled as a Group Attack or 4 Action Point (4AP) ability. Group Attacks take the turn of two or more simple monsters to make a single attack, typically with a bonus to the attack and greater damage (or similar benefit) than a single monster can accomplish individually.

Mob Monsters

Mob Monsters are similar to Simple Monsters, except with even more simplified rules so they may be run in very large numbers (typically 5 or more per PC). Like simple monsters, Mob Monsters have a single Recovery time for all actions. They use their turn to move and make an attack (they do not have a special 3 point action). Also, instead of taking individual attacks, Mob Monsters make a single group attack on each target. Each Mob Monster attacking a particular target (beyond the first) grants to bonus the Attack and Damage on that target. Additionally, Status Effects may be enhanced when multiple Mob Monsters attack the same target.

Mob Monsters do not suffer hitpoint damage in the traditional way. If damage on a Mob Monster meets or exceeds its total hitpoint value, it is killed. Otherwise, when a Mob Monster first suffers damage, regardless of the amount, it is considered Damaged. Any subsequent damage to the Damaged Mob Monster will kill it. Thus, most Mob Monsters die after the second successful attack. Healing a mob monster for any amount removes its damage status.

Many Status Effects impose more severe debilitations to Mob Monsters (as are determined by the Status Effect).

If multiple Mob Monsters attempt to Grab (or otherwise Grapple) the same target, each additional Mob Monster (beyond the first) grants a +1 bonus to the Grapple Check. Additionally, a successful Escape Grab attempt will escape all Mob Monsters grabbing a target.

Complex Monsters

A Complex Monster is a rarer monster type in Quest of Destiny. These monsters are generally stronger and more dangerous than the Simple Monster. Complex Monsters act more like player characters than the Simple Monster. Instead of talking all of its actions at the same initiative within the round as the Simple Monster does, the Complex Monster takes recoveries based on their specific action (like PCs). For example a Complex Monster could take a move action which has a recovery of 3 and then take another action 3 segments later. Or the Complex Monster might use a cast action with casting time 2, and recovery 6. The cast would go off 2 segments later and the monster would have a 6 segment recovery afterward.

Instead of tracking energy, a Complex Monster's abilities are broken up into three categories: At-Will, Short Rest, and Extended Rest. At-Will abilities are generally unlimited and may be used as frequently as possible (though sometimes they have a short limitation on their frequently, usually limited by rounds). Powers in the Short Rest category are limited to a certain number of uses per Short Rest, while powers in the Extended Rest category are limited to a certain number of uses per Extended Rest. These uses indicate the total number of abilities that may be used from within the category, and have no bearing on the frequency of one power's use over another (i.e. you can use the same power multiple times, or each power once). The number of uses that a creature gains per category varies and is listed within each category's attack box. As a general rule, a creature cannot use two Short Rest or Extended Rest powers in a row, and should vary their power usage among the available categories.

Unlike Simple Monsters, when a Complex Monster is subject to an effect that a Saving Throw can end, it gets an initial Saving Throw (unless specifically prohibited by the power) and may use the Recovery Action as normal. Complex Monsters are additionally subject to Injuries (as normal) when reduced to 0 hitpoints.

A complex monster is usually equivalent to 1 or 2 player characters in ability.

Legendary Monsters

Legendary Monsters function almost exactly as Complex Monsters, with a few small exceptions. As Legendary Monsters are typically meant to be a challenge for the whole party on their own, the Recovery Times of a Legendary Monster's actions are much faster than normal. Additionally, Legendary Monsters always have an Automatic Action, that occurs even when the monster is normally prevented from taking actions (for example, when Unconscious, Dazed, or Stupefied). Because they are meant as a challenge for the whole party, a Legendary Monster is always considered to have equal numbers to the party when determining Tide of Battle.


Making Morale Checks

Inevitably, for most combats the PCs will begin to get the upper hand and the monsters will start losing. This is usually reflected when the Tide of Battle turns in the PCs favor. Whenever Tide of Battle on the PCs side exceeds a monster's morale score, then as a Gamemaster you should roll a Morale Check to determine if the monsters are able to rally and continue the assault, or if one or more of the monsters turn to flee.

To determine if the Monster's should be making a Morale Check, subtract the current Tide of Battle (if in the PCs favor) from a monster's Morale Score. If the result is a negative number, compare that to the Monster's Morale Threshold (-1 for most creatures). If the result is equal to or less than the threshold, make a Morale check. To make a Morale Check, make a Charisma Attribute Test with a number of d10s equal your earlier result (i.e. the difference between the Monster's Morale Score and Tide of Battle).

If the monster's succeed the Morale Check, they stay put and play continues as normal. If the monster's fail the Morale Check, they should attempt to flee or surrender (GMs discretion). If a monster's Morale Score changes, or Tide of Battle shifts further in the PCs favor, the Morale Check must be repeated (this time with more d10s). In this vein, the higher the Tide shifts in the PCs favor, the more likely the monsters are to run.

Example
Tide of Battle is currently +2 in the PCs favor. You determine that it is time to make a morale check since the monster's have a current Morale of 1 (Morale of 1 - Tide of Battle 2 = -1), and the monster's Morale Threshold is -1. Since the difference between Morale and Tide of Battle is 1, each monster must roll 1d10 versus their Charisma (9 for these creatures). Most of the monsters succeed the check, but one unlucky monster rolls a 10 on his 1d10 and flees the combat.

Mindless creatures are unaffected by Morale and do not need to make Morale Checks. The Gamemaster always has the authority to ignore a Morale Check result (or decide not to make one) when a particular scenario is crucial to the story.