avin
First Post
Personally: lets do both!
Alignment Neutral Evil (greedy, selfish, cruel)
Even better.
Personally: lets do both!
Alignment Neutral Evil (greedy, selfish, cruel)
I really like how you dropped the labeling and just have the stats and put all the combat stats together at the top. Less verbose stat blocks is a good idea.This block is step up from some others, but I still don't want to use it in combat.
Here's more what I want out of a stat block:
The first half covers them in combat, the second in skill-based conflict (and also provides the attributes for saves, which you'd need anyway). Obviously there would need to be a separate block (or just text) giving encounter information and discussing their role in the world.Bugbear (medium humanoid, goblin)
AC 14, HP 18
Walk 30'
Morningstar +2 1d8+1 bludgeoning and 1d8+1 piercing
Javelin 30'/120' +2 2d6+2 piercing
Darkvision, +5 Stealth
Common, Goblin
Str 15 (+2); Dex 14 (+2); Con 10 (+0)
Int 8 (–1); Wis 11 (+0); Cha 9 (–1)
Cheers!
Kinak
I think you can add the movement speed to the AC/HP line and add the assorted rest of the info below. I do agree that burly is something not needed in the stat block. It's information already accounted for. For encounter building I think adding alignment/personality, environment and xp should be added. I think it's safe to drop the actual score from the stats as well. It's not used for anything. The rest of the information should be added to the presentation of the monster.Bugbear (medium humanoid, goblin)
AC 14, HP 18, Walk 30'
Morningstar +2 1d8+1 bludgeoning and 1d8+1 piercing
Javelin 30'/120' +2 2d6+2 piercing
Darkvision, +5 Stealth
Common, Goblin
Str +2; Dex +2; Con +0
Int –1; Wis +0; Cha –1
Neutral Evil (greedy, selfish, cruel)
Hills or any underground
140 xp
Thanks!I really like how you dropped the labeling and just have the stats and put all the combat stats together at the top. Less verbose stat blocks is a good idea.
I was wondering about that. Yeah, if they're not needed, cut 'em out.I think it's safe to drop the actual score from the stats as well. It's not used for anything.
Looks good to me. I'd slip the alignment and personality up with the skills, because that's primarily for roleplaying encounters (i.e. greed is to diplomacy as darkvision is to stealth).Basically: drop labels, divide monster into three sections: 1) combat, 2) skills and 3) encounter building. Less text, group similar items.
Incredibly blah, and I'd rather they fix monsters and the logic before how to present ... Still not understanding the logic behind to hit and damage bonuses
So bugbears are both lanky and burly?