Dragonblade said:Nice! This reminds me a lot of Spycraft 2.0. It looks like the GM will decide the role he wants the monster to play in a battle, and that determines the appropriate modifiers.
I like this a lot.
That's not quite right. Monsters will be designed for their most likely use. Many monsters will have several different stat blocks for different monster uses (something like goblin warrior vs. goblin shaman vs. goblin assassin). That way a DM can use the monster (or a group of the monsters with members of the group having different capabilities) right out of the gate without any need for modification. If you want to make a tougher version of the monster, there might already be one or more provided for you to use (and there might be more resources online or in future products that provide tougher versions), you might give the monster a class, or you might advance the monster and just make it tougher by hitting results in the target ranges for the level you're aiming for, based on that system.
However, in theory you could take a monster and repurpose it entirely. Lot's of game elements are works in progress at this point, but I think you'll be able to do that. What I mean is, you could theoretically take the stats for the bear, which we'd probably define as a "brute," and strip those away, leaving just the powers that make the numbers feal "beary." Then you could slap the numbers for a different combat role onto the bear. If you did this, your new bear would likely need some additional powers to make if fully suit its new role. For example, the bear's brutish hug-you-to-death power might not suit its new role as artillery unless you give the bear an artillery power.
I suggest vomitting molten honey which deals fire damage and roots foes in place with stickiness. What else could it do? Think, think, think.