Monster hit location hit points

Itto

Mongoose
There does not seem to be any indication about how may hit points should be in each location in the Monsters book. While that’s not an issue for Humanoid types, those with more or less limbs and other "bits" than a Human it is difficult to discern how to divide the hit points up.

I guess you can say that a location is like an arm and another is like a chest to work out, but it would be nice to have something a bit more definitive.

Is there a chance that something like this could be released as a PDF? I guess some sort of formula was used for compiling the Monster book.

I also notice that the Pixie and the Ephemerae have a truly unique anatomy.
 
I have been thinking of this, although haven't written down a solution yet.

My thought is that the hit points of each location is a function of how much of the anatomy it represents, and how tough it is. For example, arms represent comparatively little anatomy (about 5 pounds each for a normal human) and aren't particularly tough. Legs are bigger and have more hit points. Chests are even bigger and are protected by a rib cage. Heads have a thick skull to protect them.

Unfortnately, this means that each monster type needs a table like on page 6 of the MRQ rulebook to determine how many hit points each location of that monster should have.

One way to make things easier is to start with the stats for a monster, and then work out +1 hp per location if the individual's CON + SIZ is beyond the next multiple of 5 from the average monster's, or -1 hp per location if the individual's CON + SIZ is less than the next multiple of 5. Extend this of course for +2, +3, -2, -3, etc.

What a GM could do is take monsters of various types (Quadruped Beast, Tauric, Avian, etc) and extrapolate down to CON + SIZ <= 5 and then back up as far as the tables go (minimum 1 hp per location).

Another idea: consider a hit location to have 1 hp for each 5 pounds it represents, plus a value that represents toughness (bony protections, sturdy construction, etc).

In general, I don't like giving normal animals natural armor (lions, etc). I mean, a lion may have a tough ribcage, but if you slash across its back with a sword, the lion will still bleed. A creature like a turtle has natural armor if the shell will only get an insignificant scratch from a weapon blow, but for most mammals, the protection is "inside" which would be represented by more hit points, not really by improved armor.
 
This has been discussed here before, and 'atgxtg' worked out the system from the creatures in the main rulebook. It's fully described on my MRQ fan site here, along with a table of locational hit points all the way up to 120 HPs.

That reminds me, I need to check a few creatures in the Monsters book to make sure the reverse-engineered chart is consistent with the new book.
 
I like the chart you and Atxtxg put up.

One thing I might do is to add a multiplier for creatures like golems which are made out of things tougher than normal flesh and bone.
 
simonh said:
This has been discussed here before, and 'atgxtg' worked out the system from the creatures in the main rulebook. It's fully described on my MRQ fan site here, along with a table of locational hit points all the way up to 120 HPs.

Cheers, I'd had a poke about and hadn't found anything. Failed Library Use roll!
 
Itto said:
simonh said:
This has been discussed here before, and 'atgxtg' worked out the system from the creatures in the main rulebook. It's fully described on my MRQ fan site here, along with a table of locational hit points all the way up to 120 HPs.

Cheers, I'd had a poke about and hadn't found anything. Failed Library Use roll!

You found no clues? Common problem. It's always good to have a paid librarian working fulltime for your group when you are investigating. :wink:

SGL.
 
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