Monster Hunting

This page serves to summarize and explain my homebrew monster hunting system. This system will specifically apply to Monster Hunter monsters, with all other creatures following typical D&D rulings in terms of loot drops and parts. These systems are of course subject to change, but I will update when changes are made.

### Breaks:

A part breaks when enough damage has been dealt to it to permanently damage it for the fight. These may or may not persist if the monster survives the encounter.

* Head - Loses access to roars, and can only recharge breath weapons if they roll a 6.
* Wings - Halves fly speed. Will also knock the creature prone if they’re in the air.
* Tail - Disadvantage on tail sweep attacks, losing stinger type parts and attacks related to them.
* Special - Special parts are tied to specific abilities. Shocking spines, water pouches, venom sacks, etc.

Each break yields one additional loot drop. Loot is determined by carving the monster with survival checks. Each player can make one check, or give one other player advantage. This includes casting spells. Summons and Companions cannot make checks or assist.

* Natural 1: No extra loot drops, ignores modifiers.
* 1-5: No extra loot drops.
* 6-15: 1 extra loot drop.
* 16-18: 2 extra loot drops.
* 19-20+: 3 extra loot drops.
* Natural 20: 5 extra loot drops.

Base drops, scaled based on size and difficulty of the monster. These will be made aware once the identity of the monster is confirmed or known:

* One drop from a low threat creature.
* Three drops from a medium threat creature.
* Four from a high threat creature.
* Five from an extreme threat creature.

Loot rolls are a pure d20 roll with scaling parts depending on what is rolled. The RNG luck factor of true Monster Hunting.

### Ingredients:

1. SLS - Skin, Leather, Soft-Scales (Light components)
2. TSH - Tough Scales, Hide (Heavy components)
3. SP - Special (Can apply benefits and/or passives to armor/weapons)
4. Plate - Plate (Applies the highest version of the benefits/passives to armor/weapons)

### Loot Rolls:

* 1-5: 5ft of SLS
* 6-10: 5ft of SLS, 5ft TSH
* 11-14: 10ft SLS, 5ft TSH
* 15-16: 10ft SLS, 10ft TSH
* 17-19: 1 SP
* 20: Plate

Ex. Player A and B slay a small monster without breaking parts, they each get 3 rolls at a base level. Player A has a bad survival stat, and decides to assist player B instead. Player B rolls an 18 with advantage, netting them 4 extra rolls. Player B then rolls 5 d20s and gets: 3, 4, 11, 14, 17, 18, 20.

Player B receives a total of 30ft of SLS, 10ft of TSH, 2 SP, and a Plate.

Ex2. Player A and B slay a small monster after breaking its head and tail. They each get 5 rolls at a base, because they started with three, and gained one roll with each part break. Player A is still not confident in their survival stat, and decides to assist Player B. Player B rolls two natural 1's, sad. However, player B still rolls 5 times and gets: 15, 2, 17, 18, 14.

Player B receives a total of 25ft of SLS, 15ft TSH, and 2 SP’s.

These components can be used to craft armor/weapons and also upgrade existing armor/weapons. A piece of gear that has already been upgraded can only be enhanced or upgraded by the same material of a higher tier. If you want to apply another effect, it will remove the previous. It is also impossible to transfer a passive/benefit to another piece of gear after crafted/upgraded so choose wisely. Or you may wish to carry multiple pieces of armor/weapons to swap out when the situation called for it.

Ex. You have fire resistance due to having an SP material in your armor. You use a plate to upgrade that into fire immunity.

Ex2. You have fire resistance due to having an SP material in your armor. You would like to have cold resistance instead. The armor will lose the fire resistance, but gain cold resistance when upgraded.

### AC of Parts Breakdown:

* If part/target is extremely difficult to hit: +3 AC
* If part/target is difficult to hit: +2 AC
* If part/target is somewhat difficult to hit: +1 AC
* If very large or central mass: Equal AC.

Anything you aim for outside of the main body/central mass of the creature will fall under one of these categories.

### Health values of parts (Rough approximation):

* Head = 15% total hp.
* Wings = 30% total hp.
* Tail = 30% total hp.
* Special = To be decided per application. Should be around 20-30% on average.

Remember, everything you see here is subject to change.