Monster Hunter is a series of popular games by CAPCOM, with a focus on hunting monsters and upgrading equipment based on the resources carved from monsters. This is an attempt to translate the action game into the TRPG format.
Before creating your character, be sure to consider the changes below.
This will be a small guide on how I usually create my characters, and thus might serve you well, specially in this differently flavored campaign.
Combat in MH:DE takes a heavy departure from normal 5E combat, with heavy focusing on tactics, positioning and play-by-play decisions.
The core attractions, the major enemy, the ultimate goal, monsters are what the MH:DE campaign will be ran around. Your weapons and armor will be smithed out of monster materials, your items will be crafted to kill those beasts. Monsters, monsters, monsters. Here's an Example Monster, under the Dragon Edition system. ___ > ## Rathalos >*Huge Flying Wyvern, Unaligned* > ___ > - **Armor Class** 18 (Natural Armor) > - **Hit Points** 1300 (I dunno man, I need to crunch the numbers properly.) > - **Speed** 40 ft, fly 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+5)|12 (+1)|20 (+4)|5 (-3)|12 (+1)|12 (+1)| >___ > - **Saving Throws** Str +10, Dex +6, Con +9. > - **Skills** Perception +4, > - **Damage Vulnerabilities** Water(Head), Dragon. > - **Damage Resistances** Poison. > - **Condition Immunities** Poisoned, Charmed, Frightened, Burning. > - **Senses** Senses > - **Languages** - > - **Challenge** 11 (10,000 XP) > - **Riding DC** 13 + 2 per turn. > - **Reactions DC** 17 > - **Blocking DC** 15 > - **Interruption Damage** 50/40/30 (All/Bludgeoning/Blast) and 25 (When Flying.) > - **Legendary Resistances** (3/Fight) > ___ > ### Parts > ***Wings***: 60 HP, AC 16/20(In the air), Resistant to bludgeoning. If broken, stops Rathalos from flying and using Crash Attack or Air Blast > > ***Talons***: 40 HP, AC 18, Resistant to slashing and piercing. If broken, stops Rathalos from using the Talon Attack. > > ***Tail***: 50 HP, AC 16, Resistant to bludgeoning and piercing. If cut, stops Rathalos from using the Tail Attack. > > ***Head***: 100 HP, AC 20. Vulnerable to piercing and water. > ### Actions > > ***Multiattack.*** The Rathalos makes two attacks, one with it's body (Slam), and one with it's bite. > > ***Slam.*** *Melee Attack:* +9 to hit, one target. *Hit*: 20 (3d10+5) bludgeoning damage. DC 15 Dex save, or knockback 10ft prone. > > ***Talons.*** *Melee Attack*: +9 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 5) slashing damage. > > ***Tail Stinger.*** *Melee Attack*: +9 to hit, reach 10 ft., one target. Hit: 15(2d10+5) piercing, and target must make a DC16 Con save, or be poisoned for 15 poison damage every turn until cured. > > ***Crash Attack.*** *Area Attack*: In the air, Rathalos prepares to barrel down into the ground. Hits a line of 20x60ft. On a hit, deals 34 (6d8+10) bludgeoning damage. Breaks light and medium guards. > > ***Fire Ball.*** *Ranged Area Attack*: Rathalos spits a fireball, hitting the first thing on a 10x100ft line. On hitting something, the fireball explodes, hitting everything in a 15x15 cube around the something. On a hit, deals 42 (8d8+10) fire damage. If hit, targets are burning for 12 damage every turn, until an action is spent to quench the fire. > > ***Air Blast.*** *Ranged Area Attack*: Rathalos blasts air at a 20ft cone. On a hit, targets hit are blasted 50ft away from Rathalos. If a target hits another solid object, both take 20 (3d10+5) bludgeoning damage.
This section details how hunts work, and how gathering materials, collecting minerals, fishing, and tracking monsters work.
The party has decided that it's time to hunt a Diablos. The hunt will be a pretty difficult task, with the Desert regions being far away.
Items are the baseline of hunting. You will need items to regenerate yourself mid battle, to yard off curses and blights, to recover against poisons, to give you small boosts in battle, and so. More items will be revealed as you advance in the game
Cooks can make an impact on the hunt by making the most incredible meals, increasing the hunter's skills just by preparation.
For the most patient of the hunters, fishing is no mere task. It is a lifestyle of precision, timing, and a contest of nature.
Armor is what stands between you, and fireballs, claw attacks, air blasts, acid sprays, and ice darts. It is your lifeline, and you will learn to rely more and more on your armor, as you grow stronger.
Weapons are the bread and butter of a hunter,
Decorations are an Artificer's bread and butter. Decorations serve the same purpose as augments, increasing an equipment's power and sometimes adding different effects to it. There are two types of decorations, Simple and Complex, depending on their effects. You can either have an Artificer craft one, or your local magician, for a tax. ## Simple Decorations Simple Decorations, also called boosters, are decorations with a single purpose that can be crafted out of different ranks of material. X in the table means Rank. Every Decoration requires one Ore, alongside the materials in the recipe column, to be crafted. You can't be affected by multiple decorations of the same type. You can craft decorations of any rank, no matter your Artificer level, but you are limited by the materials you find, and the money you have. Slotting a decoration requires a long rest, and they can be swapped in and out without trouble.
Augments are monster parts that can be fitted into equipment, granting special effects that can save your life in a hunt.