Making a monster Hunter like game for table top

Feb 2, 2025 3:12 pm
Hey I wanted to create a Monster Hunter like RPG game so I’m post the ideas here to see if anyone can help build it up with me hopefully but here is the concept of the world so far
It’s the world as you know it but less than a year ago magic started to leak into this world and later small rifts open from time to time because of this some people are awakening to be able to use magic or gain unnatural strength these people are being recruited to an organization to fight monsters that are being created from the magic leaks from corrupted people and creatures currently working name for the group is the Anti Rowdy Monster Yeagers and that’s the premise would like to here thoughts and ideas and all current mechanic stuff is linked in a google sheets doc but subject to change
current sheets in progress
Feb 2, 2025 6:41 pm
It's a bit difficult to judge the mechanics without an actual explanation of how they work. Maybe it's my unfamiliarity with the source of inspiration, but after looking at the sheets I still have very little idea of how the game will work. Perhaps it can be useful if you add some examples of what situations players can come across and how they can solve them, with all the relevant mechanics included? It can give a good idea of the basics of the system without needing to write a full rules document yet.

Let's say a theoretical character who wields a hammer wants to fight a giant fire-breathing snake. What do they need to roll for a basic attack and how will the GM calculate if it was successful? What if they want to throw the hammer at the snake instead? And after their turn, how will the snake attack them and what will they roll to defend?

Also, I'm curious about the lack of any dexterity/speed/reflexes-like stat. Usually these are what is tied to dodging and acrobatics - are these not going to be included in the system?
Last edited February 2, 2025 6:42 pm
Feb 2, 2025 7:16 pm
Sorry for the confusion this is my first time build a tabletop game but, I wanted to build the world up a bit first then make sure the mechanics reflect the lore as much as possible but the basic start for building is an EXP system to where you pour exp into abilities and stats and build it up from there but when I get time I’ll try to properly give details on any missing starting points to build on later
Feb 2, 2025 7:37 pm
supersonicfan91 says:
... I wanted to build the world up a bit first then make sure the mechanics reflect the lore as much as possible ...
What RPG systems have you looked at? What are you familiar with? It could aid in gaining a common language for talking about your ideas.

I don't know 'Monster Hunter', but it sounds like 'Urban Fantasy'? Could you not find a RPG system that works for your world? Monster of the Week can be fairly flexible if you use it as a starting point, for instance.
supersonicfan91 says:
... pour exp into abilities and stats and build it up from there ...
Obviously I don't know how you plan to implement that. But such systems can be a lot of bookkeeping when there isn't a computer doing it for you. This is one of the hard parts of The Burning Wheel, for instance, tracking which skills have had how much 'experience' ('tests').
Feb 2, 2025 7:48 pm
The sheet I made can track that easy anyway since no one seems to recognize the name "Monster Hunter" is a video game franchise where you play as a hunter and with up to a party of 4 go hunt monsters many times your size and the only TTRPG I have really played a decent amount of is D&D
Last edited February 2, 2025 7:53 pm
Feb 2, 2025 8:58 pm
If you're more interested in world-building than mechanics, you can probably find an already existing system to adapt to your world. Making a new one from scratch might be more hassle than it's worth, especially at a complexity level of an RPG video game. And there are plenty of good combat systems out there; I think I've even seen a few designed specifically for players hunting a single more powerful opponent.

If you do want to make your own system, before making the experience tables you should probably decide on how exactly stats will affect the gameplay, to know where the level limit will be. Since it's supposed to reflect the lore - how powerful a person in this world can be? Are there physical limitations to how much one can do, or can characters eventually become strong enough to fight every single entity that exists?
Last edited February 2, 2025 8:59 pm
Feb 2, 2025 9:25 pm
The plan was in terms of stats to have each stat cap out at 60 and have gear as bonuses to start with as for enemy battles small enemies can exist as well as the big monster but what I was going to try to do for this was have the monsters limbs have health pools as well and since enemy count is small should be hard to keep track (set up where attacking limb wound still being down the overall health as well as the limb as to not slow down the game) with the idea being hurting it would limit its attacks against the players for strategic fights so reduce if right arm to zero would prevent right arm use but to make it fair this should also apply to players as well and I get this is ambitious but it sounds fun in my head and wanted to see if anyone would try this once it’s built but without experience of building or fine tuning was hoping for help in that regard so to fully flesh out my plan for this can I get a list of most important needed to truly start building this game concept up a bit
Feb 2, 2025 9:49 pm
It does sound fun, and I do like targeting in games, so it's certainly up my alley with this mechanic. :D But it also means that you'll need to do a lot of number crunching when figuring out how much HP each part has and how much damage attacks deal, to not make battles too long but still keep them challenging. Do you have an approximate idea of HP and damage numbers? Like, is it 1 damage per attack or 100?

I still think you should figure out the basics first (like what dice players are rolling and how stars affect rolls), but it sounds like you're already planning on expanding on that. :D

As for the world, maybe it'll be useful to establish its technological level? Judging by the stats, it has guns, but does it have cars? Electricity? Are there big modern urban areas or is it more medieval castles and villages? Based on this you can determine how rare different equipment is, what kinds of armour there are, etc.
Feb 2, 2025 11:13 pm
To start off with I’d do a little more than overall health/number of limbs with some exemptions

As for dice I was thinking to make it a d20 for attack like D&D but I might make an accuracy stat to make rolls easier to hit an armor stat might make the cap for that 70 the accuracy being 60 so even at best possible stats you could still miss

As for the tech level it’s basically our world plus magic and possibly add magic tech in later to do cool things with
Feb 2, 2025 11:46 pm
Monster Hunter setting in a TTRPG sounds like fun! It sounds a little bit like the background story in the Monster Hunter Now app game. I wasn’t able to open the Google Docs, but what features of Monster Hunter are you hoping to capture? Building a team to hunt monsters, the survival/crafting aspect, hunting/tracking monsters, or the monsters themselves? It seems like Reddit had some good suggestions for systems to use as a starting point. Ones that sounded good to check out are Monster of the Week, Savage Worlds, and 13th age. 13th Age might be a good one to start looking at as it uses a D20 like D&D so it would be more familiar for you.

For the world tech part, maybe you could isolate players on an island like a stranded cruise ship and they see monsters and adventure further in to see what the island has while trying to find a way home? That way you can decide how much technology access and they can even meet people who made a base camp so far trying to figure out these monsters.
Feb 3, 2025 1:18 am
With some searching I found some indie rpgs inspired by Monster Hunter if you want to check them out to play or for inspiration! There is Monster Guts which uses the Lumen system (a personal favorite of mine) and After the Great Beast which uses the Breathless system.
Feb 3, 2025 6:06 am
Sounds a bit like the game God Eater. In any case, what specifically are you hoping to get out of this system? I think it's a bit hasty to get into minutiae willy nilly without having made a core mechanic or gameplay loop.

I like the Drill to Directive method as a logical first step to define what you actually want from your system, rather than chasing "vibes".
Feb 3, 2025 7:25 pm
saevikas says:
…I think it's a bit hasty to get into minutiae willy nilly without having made a core mechanic or gameplay loop.
I thought the core would be the battles
quilltid says:
…what features of Monster Hunter are you hoping to capture? Building a team to hunt monsters, the survival/crafting aspect, hunting/tracking monsters, or the monsters themselves?…
Might do some very simple crafting so it won’t get to I need X monster to show up or more likely do a loot point system where after the hunt you get the monster parts and turn them in for points and use those to shop for gear probably put in a in-game rank system to prevent just going for best weapons might be over thinking it a bit here

Also was thinking of making a discord server for people who what to help make it with me

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