Monster question

The statistics given for weapon skills of monsters (such as a Trollkin's club at 35%) I'm guessing are standard for the race.

What I'm asking is, if I wanted a general guideline, would it be safe to assume that a base level trollkin trained in swords rather than clubs would still have roughly 35% in swords.

I mean, I know it's my game and I can do whatever I bloody want to, but I thought I'd see if anyone else used different guidelines or had some suggestions.

One thing I like a lot about RQ is that making monsters has proven to be much easier than in D and D.
 
As a general rule, give goons and mooks about 30-40%, seasoned combatants about 50-60 and hard core veterans in the 80 range.

Of course, there may be a trollkin in hte pack thats far better than his peers, and one that can barely swing his club. Spice it up a bit, and keep the players on their guard
 
In addition to Trollkin (which could pass as 'Kobolds' stat wise if you wanted) other 'easy' foes are:

Newtlings (live in rivers - and their tail meat is delicious!)
Scout (1st Stage) Dragonewts
Skeletons

Keep in mind skill is very important. A Dark Troll with skills in the 35% range is likely to be easier to take out than a Trollkin with 80% skills.
 
Of course the actual skill of any particular trollkin can be adjusted to suit your adventure. We once had a trollkin rune lord in an old campaign.

The best guidelines are really to assign skills that fit the character and his role in the setting, and making sure that you don't give the players an opponent that outclasses them.
 
As long as we're talking weapon stats in the Monsters book, I've always been operating on the assumption that those are base and unmodified stats for weapon skills....they do not take armor penalties in to account. Thus, the mighty slaarg (okay, the normal ones) with armor has something like a 19% chance to hit iirc after mods. Ouch!
 
Also keep in mind how much damage a weapon does . A novice great troll may only have a 20% chance to hit ,but if he using a great maul and has a damage modifier of +1D6, well he may only need to hit once.
 
Back
Top