I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.
- William Blake
Saturday, August 01, 2026
One (single magic item) to rule them all
Monday, June 22, 2026
Minimalist Magic Item table
I've spent a lot of time trying to finish this table. Probably too much time, honestly. It’s one of those things that works exactly as I wanted once it’s done, but just by looking at it, you can’t really see the amount of effort I put in. This is my Dark Fantasy Magic Items in minimalist form (although I think that book is still worth a read at $1.49; it has some additional stuff).
After polishing it quite a bit, I am almost satisfied with the result.
The idea is this: anyone can create a table with 1,000 magical items (a single d1000 table or d10 versus d100 etc). Since you’ll never use more than a few dozen (maybe not even that many) in a campaign, you’ll never really know the true value of the table. If the results don’t make sense to you, you’ll just think you got unlucky when rolling.
What I wanted was a table that could be easily judged by anyone at a glance. For example, you can easy see how common is a magical dagger compare to a magic ring or rope.
I could also have a table meant purely for inspiration, with a completely abstract and open format, where you combine an effect with an item, no direct relation between the two. The problem is when the effects often don’t fit the items very well, so you end up with armor that deals extra damage or axes that make you move faster, etc.
I had the impression this was the case in Shadow of the Demon Lord.
Or, ideally, I'd have a big list of common, uncommon, rare, legendary magic items... with sub-tables and elaborate descriptions, maybe prices too. I think this is what 5e does, maybe AD&D too. But it wouldn't be really "minimalist", would it? Anyway, I want to fit mine in a page or two.
The table below boils down to about 10 categories of objects and 20 categories of effects. Since the objects are divided in practice, we end up with more than a thousand possible combinations of effects and items. The difference is that I tried to make it very clear which effects fit best with which objects, so that most of the items you generate using the instructions will actually make sense, and "common" magic items will be, well, actually common. In fact, I toned don't some of the more fantastical and looney tunes effects (e.g., portable hole) to fit my favorite genres of fantasy (low fantasy, dark fantasy).
To illustrate the tables, I included a few items as examples at the end of the post.
---
Magic
Items
The most
common magic items are listed below with their usual effects. You can replace
the effects (or alter them, if you roll 1-4) using the effects table, below. It
is recommended you do that when you roll an odd number in the first d20, at least
until you need more variety.
1–2. Apparel.
A piece of clothing. Sometimes it only affects an specific part of the body.
Examples [1d8]: 1 amulet (+1 to all saves), 2 belt (your Strength becomes 18 or
gets a +3 bonus, whichever is better), 3 boots (+10’ movement, i.e., walk 25%
faster), 4 bracers (like belt), 5 cloak (+1 AC and saves), 6 gloves (+4 to
manual tasks such as picking locks, pockets, etc.), 7 helmet (+4 vs. mind
effects), 8 GM's choice.
3–4. Armor
or shield. +1 AC. Roll 1d4 for type: 1 light, 2 medium, 3 heavy, 4 shield.
5–6. Potion.
Restores 1d6+1 hit points.
7–8. Ring.
Rings can do almost anything. Roll on the effects table.
9–10. Scroll.
Contains a common random spell, anyone can cast. Roll 2d6, keep the lower die,
for its level.
11–12. Tool.
A magic tool that resembles an ordinary object but is supernaturally more
efficient. Examples: Roll 1d6: 1 rope (you can command it to climb walls, tie
itself, etc.), 2 lantern (burns without fuel for up to 10 hours on command), 3
bag (weighs one unit but holds 10 units without changing size or weight), 4 key
(once a day, it can open any ordinary lock), 5 tinderbox (creates flame on
command like a strong modern lighter), 6 waterskin (creates water on command,
up to a gallon a day).
13–14. Wand
/ rod / staff. Cast one spell (see Scroll, above). Roll for maximum charges
(wand 1d6, rod 2d6, staff 3d6). Casting spends charges equal to the spell's
level; regain one-third of maximum (round up) at dawn.
15–16. Weapon.
+1 to attack and damage. Ammunition comes in a bundle of 3d6 pieces, each
expending its magic on a hit. Weapon type: 1 axe, 2 spear, 3 hammer/mace, 4 bow
or crossbow, 5 ammunition, 6 polearm. See below for size if needed.
17–18. Sword.
+1 to attack and damage. Roll for size if needed: 1 dagger (1d4), 2–3 medium
(1d6), 4–5 long (1d8), 6 two-handed (1d10).
19–20. Special.
Either roll 1d20 on the Effects table, then invent an unusual object to carry
it (19) or roll for the object, then give it a remarkable or combined effect
(20).
Magic
Item Effects (d20)
Some
effects fit some items better. Entries 1-4 can fit almost anything (if you don’t
have an obvious effect, a roll of 1-3 might require you to roll twice); 5-6 are
ideal for weapons; 7 (spells) are better left for scroll and wands, although
magic swords can sometimes cast spells; 8-15 are mostly passive defensive and
they can work well for armor or potions or apparel; 16-17 are more “mental” and
better suited to helmets, necklaces and similar; 18 and 19 are rare and are
only an easy fit for scrolls (summoning) and big apparel or amulets
(transformation). 20 is for all items.
If the
effect does not fit the item, decide what to do, randomly or otherwise.
E.g.:
1d6: 1-2 be creative and make it fit or allow it to be weird, 3-4 roll again,
5-6 fall back to the ordinary effect.
- Cursed. The item carries a curse
that may manifest at the worst possible time.
- Temporary. The item becomes mundane
after being used 2d6 times.
- Powerful. The item is unusually
strong. For a numeric bonus, roll 1d20: 1–10 the effect is +2, 11–16 +3,
17–19 +4, 20 +5. Similarly, a d6 becomes 2d6 to 5d6, and a 50% reduction
becomes 1d20 × 5% (minimum 60%).
- Conjuring. The item seems to return or
appear from out of nowhere, as the owner conjures it with a word or
gesture. Alternatively, it is very easily concealed, foldable or very
light. If it’s a thrown weapon, it returns to your hand instead.
- Elemental attack. Deals an extra 1d6 damage of
one type. Roll 1d8: 1 acid, 2 cold, 3 fire, 4 lightning, 5 necrotic, 6
poison, 7 psychic, 8 radiant.
- Hatred. Deals an extra 1d6 damage
against one type of creature. Roll 1d12: 1 aberration, 2 beast, 3
celestial, 4 construct, 5 dragon, 6 elemental, 7 fey, 8 fiend, 9 giant, 10
humanoid, 11 monstrosity, 12 undead.
- Spells. Cast one type of spell. Roll
2d6 and keep the lower die for the spell's level, the higher die for
maximum charges. Casting spends charges equal to the spell's level; regain
one-third of maximum (round up) at dawn. Alternatively, simplify
"magic missile, three charges" to something like "cast
magic missile three times a day" when desired. Best left to
rings, wands, staves, and scrolls.
- Protection from element. Reduces incoming damage of
one type by 50%. See entry 5 for type.
- Protection from creatures. Reduces damage or attacks
from one type of creature. See entry 6 for type.
- Protection (saving throws). +1 to all saving throws.
- Defense. +1 to Armor
Class.
- Augmentation. Raises one ability score by
+3, or sets it to a fixed value (18), whichever is better. The stat
affected is usually physical and adequate to the item in question. If
necessary, roll 1d6: 1 Strength, 2 Dexterity, 3 Constitution, 4
Intelligence, 5 Wisdom, 6 Charisma.
- Resilience. 50% resistance to a hazard
or condition. Roll 1d8: 1 poison, 2 fear, 3 charm, 4 sleep, 5 exhaustion,
6 disease, 7 petrification, 8 an environmental hazard (hunger, thirst,
drowning, suffocation).
- Movement. Move faster or in new ways.
Roll 1d8: 1 fly, 2 climb any surface, 3 swim, 4 burrow, 5 walk on water, 6
ignore difficult terrain, 7 leap great distances, 8 slip free of grapples,
shackles, and cages.
- Misdirection. Disguise yourself, your
movement, or your actions. Roll 1d6: 1 invisibility, 2 silence (move
without sound), 3 impersonate someone, 4 create illusions, 5 leave no
traces, 6 pass as another kind of creature.
- Perception. A supernatural sense.
"Keen" versions of ordinary senses grant advantage. Roll 1d8: 1
darkvision, 2 keen hearing, 3 keen smell, 4 blindsight, 5 detect
invisible, 6 see auras or magic, 7 detect lies, 8 truesight.
- Communication. Understand or speak across
barriers. Roll 1d8: 1 all humanoid languages, 2 all spoken languages, 3
all written languages, 4 one exotic tongue (celestial, infernal, draconic,
sylvan), 5 speak with animals, 6 speak with plants, 7 telepathy, 8
understand any language you hear.
- Summoning. Call or create a creature to
serve you. It looks friendly and possibly loyal but is not enslaved. Roll
1d6 for HD, 1d6 for number of creatures (limit total to 10 HD), and see
entry 6 for creature type.
- Transformation. Turn into a creature,
usually an animal. Roll 1d12: 1 insect or spider, 2 rat, 3 owl, 4 snake, 5
wolf, 6 fish, 7 cat or tiger, 8 ape, 9 bear, 10 hawk or eagle, 11 boar, 12
a monster (see entry 6 for type).
- Special. Roll twice and combine,
invent something unexpected, or make the item especially noteworthy with
multiple functions.
---
Examples:
- Cloak: grants flight.
- Heavy armor +1 AC.
- Potion of cold resistance.
- Scroll holding a 2nd-level spell and a 3rd-level spell with 5 charges (this is a special result; I'd probably change this to a single 5th level spell, or replace it by two separate scrolls)
- Spear +1, +1d6 lightning damage.
- Two-handed sword +1 (1d10).
So far, these are cool if a bit ordinary. I haven't changed a thing. Let's try a few more:
- Helm that allows the wearer to see magical auras.
- Light armor that raises Dexterity by +3 (or sets it to 18) [I could change this, but since its is light armor, I think the Dex boost makes sense].
- Potion of healing.
- Belt of Strenght.
- Scroll of Levitate
- Shield that reduces damage from fiends by 50%.
I didn't even need to re-roll anything. Last pass, with some die rolls:
- 19, 6, 11 - Now this requires some input. I'd say it is a holy symbol that makes you a monster slayer (+1d6 damage to monsters) while you carry it. Maybe a sigil, tabard, etc.
- Level 1 scroll.
- 6, 2, 13 - We could stop at 6 and make it a healing potion, or roll on the second table and make a potion with 2d6 uses that protects you from fear.
- 8, 13, 5 - A ring of protection from disease.
- 16, 6, 17*, 11*, 14*, 6, 12 - A "mace of communication" sounds funny but doesn't quite work for me at first, so I re-rolled three more times (roll with asterisks were discarded) until I got a mace that causes additional 1d6 damage to undead. I could have stopped at a +1 AC weapon, come to think of it.
- Ring of Constitution.
As you can see, no "Legendary" status items, these would require rolling more 20s. But almost all the results are perfectly usable with little effort. I'll probably tinker a bit more with it before I finish my Old School Minimalist PDF (if I ever do), but at least I think I've found the right path here. Or almost...
Did I miss any obvious cool item or effect?
Thursday, June 11, 2026
"Serious" fumbles I can enjoy
As I’ve said before, I usually don’t like fumbles or critical failures in combat, at least in more "serious" campaigns; they make fighters look foolish.
Worse, the higher level a fighter gets, the more attacks they make; if every natural 1 is a fumble, fighters end up failing far too often. When you’re rolling 4 or 5 attacks per round, one of them is almost guaranteed to be a ridiculous blunder. Critical failures do happen in real life, but not nearly as often as a single die face suggests.
The idea of a saving throw to confirm whether the fumble actually happens is a decent (mathematical) fix; but with multiple attacks and multiple saves you end up with lots of rolls that don’t lead anywhere.
Instead of focusing on the character, we could focus on the weapon or the environment. Keep fumbles, but only in situations that are genuinely risky; and the effects shouldn’t make the character look like an idiot, but highlight the limitations of the weapon or the setting instead.
For example, a longsword needs space to be effective. In a cramped tunnel it still works (you can use half-swording, etc.), but it’s suboptimal; that could cause the fumble. You could even build a table of things that might go wrong on a natural 1, but only if it makes sense in context. If there’s no additional danger, then nothing funny happens.
Another option is to give the enemy an opportunity to strike with an advantage; maybe you overextend, make a reckless swing, and miss, opening yourself up to a counterattack. That way the focus isn’t on your “stupid mistake,” but on the danger you’ve exposed yourself to.
Let's try to combine both ideas. Here is how an actual rule I might use would look like:
---
When you roll a natural 1 on an attack, it is always an automatic miss. In addition, it can cause serious consequences if you’re in a risky situation:
Close allies: If an ally is too close to your target (e.g., shooting into melee or attacking a grappled foe), roll again to see if you hit your ally.
Tight spaces: If the area is too cramped for your weapon, you strike a wall and take a –4 penalty on your next attack with that weapon.
Flails and chains: If you’re using a flail, roll again to see if you hit yourself (half damage).
Fragile weapons: If you’re using a low-quality weapon or one unsuited to the target (e.g., a common blade against a stone creature), your weapon may break or lose its edge (–1 damage until repaired).
Dangerous stunts: If you’re attempting a dangerous stunt, such as jumping form a higher point etc., you failed catastrophically. Fall prone, take damage, save for half.
In all cases: You lose your footing, expose yourself, and take –2 AC until the start of your next turn, unless you spend an attack to regain balance.
---
Thursday, March 19, 2026
Minimalist weapons (2026)
I've tried this before: rationalizing B/X weapons and giving a few extra options without too much complexity.
I also gave weapons more reasonable prices and weights (encumbrance system to follow).
Now I'm writing my "OSR Minimalist" again and this is what I'm going with.
This is my latest attempt, and I'm quite happy with it.
Tell me what you think! Did I miss anything?
Melee Weapons
In the case of melee weapons, the damage, price, and weight are determined by size.
|
Size |
Damage |
Price |
Weight |
|
Small
(S) |
1d4 |
$3 |
1/3 |
|
Medium
(M) |
1d6 |
$5 |
1 |
|
Large
(L) |
1d8 |
$10 |
2 |
|
Great
(G) |
1d10 |
$20 |
2 |
Small
weapons can be used in the offhand and thrown (20 feet). E.g., dagger, dart, sap.
Medium
weapons are used in the main hand and can likewise be thrown (20 feet). E.g., short
sword, hand axe, light mace.
Large can
be used in one or both hands (+1 damage when used with both). E.g., longsword, dane
axe, heavy mace.
Great weapons
must use two hands to attack. Two-handed sword (zweihänder, claymore), great
axe, lucerne hammer, maul, most polearms, etc.
To further differentiate weapons, here are some optional traits.
§ Expensive: double the cost.
§ Quick: if you roll minimum damage, make one immediate free attack against the same target (once per turn).
§ Reach: attack from second row (5' extra).
§ Charge: double damage on a charge or when set against one.
Here are some common weapons:
§ Axes, maces (M, L, G). +1 to hit shields, heavy armor, hard or brittle targets. Axes also get +1 against wood and maces +1 against stone.
§ Brass knuckles (S, $1). 1d2, quick.
§ Clubs (S, $1). No special features.
§ Daggers (S). Expensive, quick.
§ Flails (M, L, G). +1 to hit shields or heavy armor, +2 if both, -1 if none.
§ Javelins (S). Thrown 30', weight ½.
§ Kick (S). 1d2; on a natural 1, risk falling prone.
§ Pole weapons (L, G). Expensive, reach, charge, plus same effect as axe and mace.
§ Punch (S). 1d2−1, quick.
§ Quarterstaffs (L, $3, 1d4 damage). Reach or quick (choose when attack).
§ Spears (M, L, G). Reach, charge.
§ Swords (M, L, G). Expensive, quick.
§ Warhammers and warpicks (M, L, G). +2 to hit heavy armor, hard or brittle targets, -1 against unarmored and soft targets.
G weapons: +1 damage vs. larger-than-human foes, −1 to hit smaller-than-human ones. Swords and spears get +1 damage if M, +2 if L, +3 if G.
---
Ranged Weapons
|
Weapon |
Damage |
Price |
Weight |
Range |
Notes |
|
Sling |
1d4 |
$2 |
1/3 |
40' |
- |
|
Short
bow |
1d6 |
$20 |
1 |
60' |
- |
|
Long
bow |
1d6 |
$30 |
2 |
70' |
- |
|
Crossbow
|
1d6 |
$40 |
2 |
80' |
Slow |
- Slow: spend one round reloading between shots.
Ammunition
costs:
- Arrows or bolts — 20 for $5,
weight 1.
- Sling bullets — 30 for $1,
weight 1.
| # | Weapon | Size | Damage | Price | Weight | Traits |
|---|---|---|---|---|---|---|
| 1 | Punch | S | 1d2−1 | — | — | Quick |
| 2 | Kick | S | 1d2 | — | — | On natural 1, risk falling prone |
| 3 | Brass knuckles | S | 1d2 | $1 | 0 | Quick |
| 4 | Dagger | S | 1d4 | $6 | 1 | Expensive, quick, thrown 30' |
| 5 | Club | S | 1d4 | $1 | 1 | — |
| 6 | Javelin | S | 1d4 | $3 | ½ | Thrown 30' |
| 7 | Axe, mace | M | 1d6 | $5 | 1 | +1 to hit shields, heavy armor, hard or brittle targets |
| 8 | Flail | M | 1d6 | $5 | 1 | +1 vs shields or heavy armor, +2 if both, −1 if neither |
| 9 | Spear | M | 1d6 | $5 | 1 | Reach |
| 10 | Sword | M | 1d6 | $10 | 1 | Expensive, quick |
| 11 | Warhammer, warpick | M | 1d6 | $5 | 1 | +2 to hit heavy armor, hard or brittle targets; −1 vs unarmored |
| 12 | Axe, mace | L | 1d8 | $10 | 2 | +1 to hit shields, heavy armor, hard or brittle targets |
| 13 | Flail | L | 1d8 | $10 | 2 | +1 vs shields or heavy armor, +2 if both, −1 if neither |
| 14 | Quarterstaff | L | 1d4 | $3 | 2 | Reach or quick (choose when attacking) |
| 15 | Spear | L | 1d8 | $10 | 2 | Reach |
| 16 | Sword | L | 1d8 | $20 | 2 | Expensive, quick |
| 17 | Warhammer, warpick | L | 1d6 | $10 | 2 | +2 to hit heavy armor, hard or brittle targets; −1 vs unarmored |
| 18 | Axe, mace | G | 1d10 | $20 | 2 | +1 to hit shields, heavy armor, hard or brittle targets |
| 19 | Flail | G | 1d10 | $20 | 2 | +1 vs shields or heavy armor, +2 if both, −1 if neither |
| 20 | Pole weapon | L | 1d8 | $20 | 2 | Expensive, reach, +1 to hit shields, heavy armor, hard or brittle targets |
| 21 | Pole weapon | G | 1d10 | $40 | 2 | Expensive, reach, +1 to hit shields, heavy armor, hard or brittle targets |
| 22 | Spear | G | 1d10 | $20 | 2 | Reach, disadvantage within 5' |
| 23 | Sword | G | 1d10 | $40 | 2 | Expensive, quick |
| 24 | Warhammer, warpick | G | 1d10 | $20 | 2 | +2 to hit heavy armor, hard or brittle targets; −1 vs unarmored |
Tuesday, March 03, 2026
The critical hit "checklist"
As you might have noticed, I really like critical hits, but I dislike complexity. Playing systems such as Rolemaster with extensive crit and fumble tables, where a bad roll could mean your character trips over an invisible turtle (really!), was fun but also slow and frustrating.
This is another idea for critical hits.
My aim is to pile all weapon complexity onto critical hits, so we don't have to write it down in every character sheet. It makes critical hits lengthy and detailed, but something you can easily change or ignore if you dislike it.
Maybe critical hits activate on a natural 20 (maybe 19-20 for certain fighters), or maybe on a margin of success of 10 or more. Whatever method you use, I think this table would simplify things. Each line can represent an idea that applies to lots of weapons, and you can just skip the lines you don't use.
You start with the idea that a critical hit not only gives you maximum damage, but — if it doesn't outright kill your target — gives you a percentage chance of doubling it.
The chances start at 5% for each point of difference between your d20 roll and your target number (e.g., with ascending AC, if you have a total of 23 against AC 13, you start with a 50% chance).
Then you go through a small checklist, skipping the items that do not apply:
- Using two hands gives you +10%.
- Armor (or tough/brittle bodies) gives swords and axes -10%.
- Shields give swords, spears and arrows -10%.
- No armor (or soft/flexible bodies) gives swords +20% and axes +10%.
- Lack of blood and functioning organs gives swords and spears -20%.
- Spears give you +10% otherwise (i.e., if there are blood/organs).
- Oozes give blunt and small weapons and missiles -20%.
- Large foes give blunt and small weapons and missiles -20%.
- Polearms are combinations of weapons, so it depends. Other weapons might fall somewhere in the sword (slashing) spear (piercing) or mace (blunt) categories.
You get the idea. You can tweak the numbers, but potentially the entire "weapon versus armor" and "weapon versus large" tables could be included here — and since critical hits are rare, all this complexity only comes up occasionally, keeping the game fast the rest of the time.
When you get the percentage (if positive), you roll the chances of doubling your damage. If you roll doubles, you triple damage. Such a critical hit should always be described in detail, and someone killed in this manner will often suffer a gruesome death (decapitation, disembowelment, etc). If you miss the percentage roll, you still add +2 damage if you roll doubles.
If you like to use fumbles, a natural 1 could give you a fumbling chance. At least here they wouldn't apply to 5% of all attacks. Fumbling chances could be affected by circumstances such as:
Either way, the goal is the same: keep the complexity tucked away where it rarely surfaces, but it exists and always stays somewhere in the back of the players' heads, making weapons feel more grounded and detailed without slowing your game down.
Thursday, February 26, 2026
Maximum Damage
We've been playing with a lot of ideas using D&D weapons and margins of success. Yesterday, a new one occurred to me: maximum damage.
Let's say weapon damage is determined by margin of success, but the maximum damage is unchanged from the original game. So a d4 becomes 4, a d8 becomes 8, etc.
This has several benefits before we get any deeper:
- You don't need a damage roll.
- Damage raises steadily with level, especially for fighters.
- Armor becomes even more significant.
- Armored duels
- feel a bit slower and more realistic, with lots of wounds.
- Magic users could use swords etc. but it would usually not be worth the effort.
- We'd get more granular weapons (e.g., maximum damage 5, 7, or 9).
- Even a goblin can potentially survive a hit of a +3 sword, although this is very rare.
If we rule that a natural 20 doubles or triples maximum damage (or just raises it by 10 points or whatever), even a dagger can be deadly in the hands of a very skilled fighter against an unarmored foe.
Conversely, we can introduce laser guns with 15 or 20 maximum damage, and he stormtroopers would still have a hard time actually killing someone with it in a single shot.
I'm tempted to add your attack bonus to maximum damage too, so Conan can occasionally kill a sorcerer with a punch.
We'd have to consider how backstab works. Maybe a flat +4 bonus to attack and maximum damage.
Also, how do exact hits work? Maybe 0 damage, maybe 1, maybe some special effect, not sure.
One downside I can see is that average damage is a bit higher than usual even for low-HD creatures, although this is somewhat countered by the fact that in my games, PCs don't die at 0 HP. The fact that high-level warriors deal lots of damage is a plus for me, especially because I don't like having many magic weapons.
The fact that people get used to thinking about margins of success could also be useful if you use this for skills and other checks, which I like.
Another problem is that big foes such as giants and dragons could have their damage significantly diminished if we use this system exactly as written, never being able to actually reach their "maximum damage". Maybe that's a problem for another day, but I can imagine we could have a size multiplier of ×2 to ×4 (maybe "3x6" instead of "6d6"), which could create an interesting effect: a giant will not often hit the fighter, but when he does the damage is massive — one mistake might cost him dearly!
I think I originally had this idea years ago, when playing bell-curve systems, which might have different, but interesting, effects.
There are probably another issues I'm missing, but so far I really like this idea... let me know what you think in the comments!
Note: the GM Day's sale* is on, and most of my books are included! 40% off many titles! Here are some of my picks from past sales. Some deep discounts here, including the Dolmenwood Campaign Book looks really cool and it is 50% off! Maybe I"ll get it to take a look...
* Affiliate link.
Saturday, November 08, 2025
More minimalist weapons, armor and some numbers
Since maces/axes deal 1d6 damage and swords deal 1d8, we could use:
Maces get +2 against armor.
Axes get +1 against armor, and +1 damage against unarmored.
Swords don't need it but can get +1 to-hit against unarmored. Still best weapon unless foe is heavily armored.
Saturday, February 08, 2025
More glancing blows (and near-saves)
Thursday, February 06, 2025
Weapons vs. monster
I think it would be a good idea. Let's see. Instead of specific monsters, I like to think of monster types.