D&D 5E New Spellcasting Blocks for Monsters --- Why?!


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That's the whole issue. The new statblocks no longer represent the character narratively. Instead, it's a gamist snapshot of what you expect them to accomplish in 2-3 rounds of combat. Its just not what I want out of a monster entry.
And that is probably why I don't really like the stat blocs. My combats are usually in the 5 to 7 rounds range. Some went as long as 24 rounds and battle with a big solo (or not so solo) often goes well over 10 rounds. The new stats blocks will not do it for me.
 

I think the new stat locks are set up for 5-7 round combats.

Most of the casters have 2 of the higher level attack spells 2/day and 1-2 control spells or non-mage-armor buffs at 2/day.Some even have an even higher level spell at 1/day. Then you have the non-spell Magicks.

This allows for 4-6 turns before they run on empty.

In the full slot original variant, you have the minimum 7 spell slots of your top 3 spell levels. And if you're high enough level, you can keep 3rd level slots viable with the purposely overturned fireball. That gives you up to 10 slots of high power to fire off.

The thing is, I don't think 5th edition D&D was designed to run 15 round combats constantly. Those were designed for boss battles.

My preference would for enemy caster to not be for boss battles only.

Edit: italics for emphasis

And that is probably why I don't really like the stat blocs. My combats are usually in the 5 to 7 rounds range. Some went as long as 24 rounds and battle with a big solo (or not so solo) often goes well over 10 rounds. The new stats blocks will not do it for me.
 
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I think the new stat locks are set up for 5-7 round combats.

Most of the casters have 2 of the higher level attack spells 2/day and 1-2 control spells or non-mage-armor buffs at 2/day.Some even have an even higher level spell at 1/day. Then you have the non-spell Magicks.

This allows for 4-6 turns before they run on empty.

In the full slot original variant, you have the minimum 7 spell slot of your top 3 spell levels. And if youre high enough level, you can keep 3rd level slots viable with the purposely overturned fireball. That gives you up to 10 slots of high power to fire off.

The thing is, I don't think 5th edition D&D was designed to run 15 round combats constantly. Those were designed for boss battles.

My preference would for enemy caster to not be for boss battles only.
I tend to concur with your analysis.
Add gritty realism and a modified rest HP recovery rules to reflect a bit harsher difficulty and your combats get extended by as much as two to five rounds for an average battle and almost double the normal length for hard and deadly encounters depending in the foe(s) circumstances and terrain features.
 


It’s a very well written stat block. We’re using this example because it’s freely available on the front news page of the site. Sorry. On my phone and can’t really hop around and find the link.
I got you.

@GMforPowergamers

thank you both of you i didn't know this was a free one
 

It’s a very well written stat block. We’re using this example because it’s freely available on the front news page of the site. Sorry. On my phone and can’t really hop around and find the link.
and you are NOT kidding this may be the best write up I have seen in a long time... get WotC to buy up who ever came up with this... it isn't perfect but it may be as close as you can come... also love the hp love the flavor built into the legendary resist, and I love the spell actions being spelled out and still haveing rituals for outside combat...
 

My point is that interesting stat blocks shouldn't only be left to 3rd party. Read the context man, don't make it up yourself hahahaha
I don't understand the laughter, but ok.

Neither of us are going to change how WotC does things. Hopefully future statblocks will have what you're looking for.
 

I don't like using the same enemies over and over again. It's boring.
Of course, but if you have a Necromancer (to stick with the discussion) over a broad range of CRs, you can use it in different campaigns (even run with different groups). It doesn't need to be for the same game!
 

Of course, but if you have a Necromancer (to stick with the discussion) over a broad range of CRs, you can use it in different campaigns (even run with different groups). It doesn't need to be for the same game!
To be clear, I was referring to using the same Necromancer as a solo early and as part of a group later. That's what I don't like. For example, the mage and archmage are different creatures as I define them. Creatures/NPCs of the same "class" at different CR levels has lots of utility, and there should be more of them.
 

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