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<blockquote data-quote="Nebulous" data-source="post: 3726953" data-attributes="member: 31465"><p>Exactly what i do; i just jot down the relevant stats, usually skipping skills 100%, (i ad hoc them if needed) write down a note as to special attacks, and go from there. The players never know the difference and the fight is usually done within a few rounds. As far as original monster design, i've tried it, but it follows the process above: I eyeball what i want a monster to do in a fight, make sure it's AC and damage output isn't too high, and go from there. i've never once worried about if it's "3.x" compatible or if there are mistakes. I'm not a game designer, i just want to have fun. </p><p></p><p>With that said, i'm really excited about the direction the monsters are taking. I had no idea there was such a mathematical formula that the creators had to laboriously manage. That doesn't even sound like...fun. More like work, which i guess it is for them.</p></blockquote><p></p>
[QUOTE="Nebulous, post: 3726953, member: 31465"] Exactly what i do; i just jot down the relevant stats, usually skipping skills 100%, (i ad hoc them if needed) write down a note as to special attacks, and go from there. The players never know the difference and the fight is usually done within a few rounds. As far as original monster design, i've tried it, but it follows the process above: I eyeball what i want a monster to do in a fight, make sure it's AC and damage output isn't too high, and go from there. i've never once worried about if it's "3.x" compatible or if there are mistakes. I'm not a game designer, i just want to have fun. With that said, i'm really excited about the direction the monsters are taking. I had no idea there was such a mathematical formula that the creators had to laboriously manage. That doesn't even sound like...fun. More like work, which i guess it is for them. [/QUOTE]
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