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Monster Design in D&D Next
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<blockquote data-quote="howandwhy99" data-source="post: 5942968" data-attributes="member: 3192"><p>Here's my suggestion in a nutshell: Perhaps we could go with a universal key of statistics for creatures (and everything else) in the game? Then individual listings would only need to account for and list relevant stats to get rid of excessive redundancy and cross over. For example, the following could be a Monster Manual (MM) listing because it is referring to the entire breed of monster:</p><p></p><p>[sblock]<span style="color: Lime"><strong><u>Name</u></strong> (genus, family, order, etc.)</span></p><p><span style="color: Lime">SZ: Size (S,M,L) with option to further define (i.e. 6' high, 19' wingspan, reach)</span></p><p><span style="color: Lime">MV: Movement Rates (standard is on ground) Swim, Fly, Webs, Climb, etc.</span></p><p><span style="color: Lime">AC: Rating with components</span></p><p><span style="color: Lime">HP: # of hit points; HD: # and type</span></p><p><span style="color: Lime">AT: #, type, and damage</span></p><p><span style="color: Lime">SA: (special attacks / feats / powers / spells)</span></p><p><span style="color: Lime">SQ: Special Qualties, like auras, blinking, darkvision, etc.</span></p><p><span style="color: Lime">MR: Magical Resistance, immunities, etc.</span></p><p><span style="color: Lime">AS: Average Ability Scores for the monster S 10, D 10, C 10, I 10, W 10, Ch 10 </span></p><p><span style="color: Lime">AL: alignment; (optional) ML: Morale; LO: Loyalty; </span></p><p><span style="color: Lime">FQ: (optional stat)frequency, No: Number Appearing %L Percent in lair</span></p><p><span style="color: Lime">TT: Treasure Type</span></p><p><span style="color: Lime">XP: XP rating</span>[/sblock]All Spells Known could then be treated like Treasure, listed under a separate paragraph to track for individuals, groups, and changed as events unravel. </p><p></p><p>These "Master Stat" entries are useful for reference to common and unchanged statistics across all a unique monsters of a single breed. Plus, these would allow for already averaged mass scale actions by the same creatures . (Maybe we'll see "Any weapon" or "Finesse weapons" in the MM spread with averaged damage? Perhaps we'll see mass actions whether it be battles, commerce, migration, politics, or something else?)</p><p></p><p>Individual monster stats could then be shortened considerably from this MM entry, but extended with its own stats unique to each individual monster. (Unique stats would also need to be defined in the DMG or MM). For example, the monster and NPC stats in Caves of Chaos have been wonderfully short. (thank you). By supplementing the unique monster in the text with the overview in the MM (as desired per DM) I can get everything I need to run any element of the game that includes creatures both quickly and easily.</p><p></p><p>[sblock]<span style="color: Lime"><u><strong>Name</strong></u> (Monster, Race, and/or Class), MV, Init, AC, hp, AT: (and damage), SA (unique), SQ (unique)</span></p><p><span style="color: Lime">AS: "Name"'s particular ability scores. </span></p><p><span style="color: Lime">PP: (optional stat) psionic powers and/or spells prepped.</span></p><p><span style="color: Lime">EQ: Equipment and magic items on hand.</span>[/sblock]Listed seperately are Spells Known, in a spellbook, not prepped, along with property not on the person (granted authorities and the like). </p><p>Special Abilities each get a detailed entry too.</p><p></p><p></p><p>So... the Hooked Horror would look something like this:</p><p></p><p>[sblock]<span style="color: Lime"><strong><u>Hook Horror</u></strong> (Magical Creation, Kaomeister) </span></p><p><span style="color: Lime">>> Source (White Dwarf #12, Fiend Folio, Dragon #131)</span></p><p><span style="color: Lime">SZ: Large; 5' space, 10' reach</span></p><p><span style="color: Lime">MV: 30', Climb 30'</span></p><p><span style="color: Lime">IN: +1</span></p><p><span style="color: Lime">AC: 17</span></p><p><span style="color: Lime">HP: 60 (HD & type?)</span></p><p><span style="color: Lime">AT: (Melee) 2 Hooks +5 (1d10+4 pierce & impale); the hook horror cannot use a hook to attack if a victim is impaled on it</span></p><p><span style="color: Lime">SA: Impale, Twist and Bite</span></p><p><span style="color: Lime">SQ: Echolocation</span></p><p><span style="color: Lime">MR: </span></p><p><span style="color: Lime">AS: S 18, D 12, C 15, I 6, W 12, Ch 9 (or S+4, D+1, C+2, I-2, W+1, Ch-1)</span></p><p><span style="color: Lime">AL: </span></p><p><span style="color: Lime">FQ:</span></p><p><span style="color: Lime">TT:</span></p><p><span style="color: Lime">XP: 450</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime"><strong>Two hooks</strong> +5 (1d10 + 4 piercing, and impale); the hook horror cannot use a hook to attack if a victim is impaled on it</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime"><strong>Impale</strong> An impaled target can escape by using its action to succeed at a DC 12 Strength check.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime"><strong>Twist and Bite</strong> Any creature currently impaled by the hook horror takes 1d10 + 4 piercing damage. In addition, the hook horror can automatically bite an impaled creature for 2d6 + 4 extra damage.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime"><strong>Echolocation</strong> A hook horror ignores anything that obscures vision within 120 feet. A creature can attempt to hide only if a physical object completely obscures it from view. It can remain hidden as long as it remains behind such an object or ends its turn behind one.</span>[/sblock]And the Adventure Modules statblock:</p><p>[sblock]<span style="color: Lime"><strong><u>Avon Calling</u></strong> (Hook Horror), MV 30' Climb 30', Init+1, AC 17, 60 hp, AT: 2 hooks +5 (1d10+4 pierce & impale); SA: Impale, Twist and Bite, SQ: Echolocation</span></p><p><span style="color: Lime">AS: S 18, D 12, C 15, I 6, W 12, Ch 9</span>[/sblock]Ability Scores are unchanged, but pretend I rolled them up for this guy in particular. PP & EQ are left off as both are "none". Redundancies like the entries for SA and SQ are kept in because Avon here could lose those abilities even though all Hook Horrors may not. I'd say repeating a detailed listing of special abilities isn't necessary either (so I didn't), but it's probably up to the individual / publisher. SA's unique to Avon Calling would definitely need to be included.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5942968, member: 3192"] Here's my suggestion in a nutshell: Perhaps we could go with a universal key of statistics for creatures (and everything else) in the game? Then individual listings would only need to account for and list relevant stats to get rid of excessive redundancy and cross over. For example, the following could be a Monster Manual (MM) listing because it is referring to the entire breed of monster: [sblock][COLOR="Lime"][B][U]Name[/U][/B] (genus, family, order, etc.) SZ: Size (S,M,L) with option to further define (i.e. 6' high, 19' wingspan, reach) MV: Movement Rates (standard is on ground) Swim, Fly, Webs, Climb, etc. AC: Rating with components HP: # of hit points; HD: # and type AT: #, type, and damage SA: (special attacks / feats / powers / spells) SQ: Special Qualties, like auras, blinking, darkvision, etc. MR: Magical Resistance, immunities, etc. AS: Average Ability Scores for the monster S 10, D 10, C 10, I 10, W 10, Ch 10 AL: alignment; (optional) ML: Morale; LO: Loyalty; FQ: (optional stat)frequency, No: Number Appearing %L Percent in lair TT: Treasure Type XP: XP rating[/COLOR][/sblock]All Spells Known could then be treated like Treasure, listed under a separate paragraph to track for individuals, groups, and changed as events unravel. These "Master Stat" entries are useful for reference to common and unchanged statistics across all a unique monsters of a single breed. Plus, these would allow for already averaged mass scale actions by the same creatures . (Maybe we'll see "Any weapon" or "Finesse weapons" in the MM spread with averaged damage? Perhaps we'll see mass actions whether it be battles, commerce, migration, politics, or something else?) Individual monster stats could then be shortened considerably from this MM entry, but extended with its own stats unique to each individual monster. (Unique stats would also need to be defined in the DMG or MM). For example, the monster and NPC stats in Caves of Chaos have been wonderfully short. (thank you). By supplementing the unique monster in the text with the overview in the MM (as desired per DM) I can get everything I need to run any element of the game that includes creatures both quickly and easily. [sblock][COLOR="Lime"][U][B]Name[/B][/U] (Monster, Race, and/or Class), MV, Init, AC, hp, AT: (and damage), SA (unique), SQ (unique) AS: "Name"'s particular ability scores. PP: (optional stat) psionic powers and/or spells prepped. EQ: Equipment and magic items on hand.[/COLOR][/sblock]Listed seperately are Spells Known, in a spellbook, not prepped, along with property not on the person (granted authorities and the like). Special Abilities each get a detailed entry too. So... the Hooked Horror would look something like this: [sblock][COLOR="Lime"][B][U]Hook Horror[/U][/B] (Magical Creation, Kaomeister) >> Source (White Dwarf #12, Fiend Folio, Dragon #131) SZ: Large; 5' space, 10' reach MV: 30', Climb 30' IN: +1 AC: 17 HP: 60 (HD & type?) AT: (Melee) 2 Hooks +5 (1d10+4 pierce & impale); the hook horror cannot use a hook to attack if a victim is impaled on it SA: Impale, Twist and Bite SQ: Echolocation MR: AS: S 18, D 12, C 15, I 6, W 12, Ch 9 (or S+4, D+1, C+2, I-2, W+1, Ch-1) AL: FQ: TT: XP: 450 [B]Two hooks[/B] +5 (1d10 + 4 piercing, and impale); the hook horror cannot use a hook to attack if a victim is impaled on it [B]Impale[/B] An impaled target can escape by using its action to succeed at a DC 12 Strength check. [B]Twist and Bite[/B] Any creature currently impaled by the hook horror takes 1d10 + 4 piercing damage. In addition, the hook horror can automatically bite an impaled creature for 2d6 + 4 extra damage. [B]Echolocation[/B] A hook horror ignores anything that obscures vision within 120 feet. A creature can attempt to hide only if a physical object completely obscures it from view. It can remain hidden as long as it remains behind such an object or ends its turn behind one.[/COLOR][/sblock]And the Adventure Modules statblock: [sblock][COLOR="Lime"][B][U]Avon Calling[/U][/B] (Hook Horror), MV 30' Climb 30', Init+1, AC 17, 60 hp, AT: 2 hooks +5 (1d10+4 pierce & impale); SA: Impale, Twist and Bite, SQ: Echolocation AS: S 18, D 12, C 15, I 6, W 12, Ch 9[/COLOR][/sblock]Ability Scores are unchanged, but pretend I rolled them up for this guy in particular. PP & EQ are left off as both are "none". Redundancies like the entries for SA and SQ are kept in because Avon here could lose those abilities even though all Hook Horrors may not. I'd say repeating a detailed listing of special abilities isn't necessary either (so I didn't), but it's probably up to the individual / publisher. SA's unique to Avon Calling would definitely need to be included. [/QUOTE]
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