
The difficulty of what we have been calling "fodder" has crept up a bit since Gorefest Dungeon began—not that it's a bad thing—but looking back while discussing it with Chris and Mark, I think one of the things we're doing differently this season from the last two is that we're allowing fodder to remain in-play after a major wound if they make a knockdown and stunning roll. Next session, that won't be the case. There are optional rules in Dungeon Fantasy 2: Dungeons that state the GM may wish to declare that "fodder" monsters go down with any injury at all, even a halfling wizard's kick to an orc's leg, if that orc is "fodder." However, "fodder" in DF2 seems to be more like swarm or horde monsters—not a dozen goblin kin. For us, "fodder" has always just meant enemy weaklings. In any case, a campaign feature of Gorefest Dungeon is how we define and handle the different classes: fodder, worthy, and boss. Fodder goes down at 0 HP or after any major wound (p. B420). They may be dead, incapacitated, "bleeding out," faking it, or whatever, but they're out-of-play. That makes them slightly weaker than DF2 suggests for worthies. Worthy enemies go down if they fail their knockdown and stunning roll from a major wound, an HT roll to remain conscious, or finally arrive at -1xHP, the threshold where PC's start making death checks. Again, that makes them slightly weaker than DF's boss enemies. Boss enemies in GfD are the easiest to describe—there are no special rules for injury against a boss. They follow the same rules as player characters. If they can keep making HT rolls, they'll fight until -5xHP then drop dead, just like the PC's. Note that berserk (p. B124) supersedes those rules, of course. That's pretty well how we've always done things, except for worthies, for which I've never set a standard. Looks like if those rules were in play, six goblin kin rather than four would be laying on the floor with the big red 'X'. We'll try that and see if that dog will hunt. We can tweak it a bit if needed.