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Abilities as the Core - uh yeah...
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<blockquote data-quote="CuRoi" data-source="post: 5628978" data-attributes="member: 98032"><p>Yet another topic is cropping up in the threads which I also have sought to deal with in this theoretical DnD version. It's also maybe something touched on by Mearls as well in his article on scalability.</p><p> </p><p>The issue is crazy complicated stat blocks for monsters. 4e did alright on this one - it dialed them back a bit. The full blown character treatment of 3e got overwhelming - especially when you started talking about templates, monsters with classes, and other highly detailed creatures. I consider myself a decent DM, but I can't tell you how many times I have forgotten a monster's Feat, Class Ability, Special Ability, or some random thing added by a template.</p><p> </p><p>So, the conditions info above hints a little at my solution to this problem.</p><p> </p><p>Each condition effects a pair of attributes; one defensive, the other offensive. These attributes pairings are labeled: Body / Mind / Agility. Body is the physical toughness of a creature (Str and Con), Mind the mental conviction and knowledge (Wis and Cha), and Agility the physical and mental agility (Dex and Perception or what was Int). </p><p> </p><p>In essence, wth the new "attributes as core system" this means I can boil down all six attributes, three saving throws, any spell DCs a creature has, Grapple BAB, standard BAB, and even AC all into these three stats for what could be termed as a minion. Further, skills are simplified and the bonus is based solely on the matching attribute pair applicable to the skill.</p><p> </p><p>So for example:</p><p> </p><p>Ogre Mage (Minion)</p><p>HD: 5d8+25, B:+10(5) M:+5(3) A:+4(2), Speed 40 / 40 fly, Armor:d4+2, Damage: 3d6+7 (Greatsword), Reach 10', Darkvision 60, regen 5</p><p>Skills Trained: Concentration (10), Listen (4), Spellcraft (5), Spot (4)</p><p> </p><p>(Spell like abilities and other abilities then follow)</p><p> </p><p>A "Boss" could be fleshed out more. Each Attribute could be spelled out and even class levels added for more complexity. The point is, the levle of complexity can match whatever the game/story is demanding at the time. I know most DMs do something like this. I know for just random encounters or plenty of times when I am winging it, I mentally boil things down to a key set of numbers I will need. This just provides a system for doing so.</p></blockquote><p></p>
[QUOTE="CuRoi, post: 5628978, member: 98032"] Yet another topic is cropping up in the threads which I also have sought to deal with in this theoretical DnD version. It's also maybe something touched on by Mearls as well in his article on scalability. The issue is crazy complicated stat blocks for monsters. 4e did alright on this one - it dialed them back a bit. The full blown character treatment of 3e got overwhelming - especially when you started talking about templates, monsters with classes, and other highly detailed creatures. I consider myself a decent DM, but I can't tell you how many times I have forgotten a monster's Feat, Class Ability, Special Ability, or some random thing added by a template. So, the conditions info above hints a little at my solution to this problem. Each condition effects a pair of attributes; one defensive, the other offensive. These attributes pairings are labeled: Body / Mind / Agility. Body is the physical toughness of a creature (Str and Con), Mind the mental conviction and knowledge (Wis and Cha), and Agility the physical and mental agility (Dex and Perception or what was Int). In essence, wth the new "attributes as core system" this means I can boil down all six attributes, three saving throws, any spell DCs a creature has, Grapple BAB, standard BAB, and even AC all into these three stats for what could be termed as a minion. Further, skills are simplified and the bonus is based solely on the matching attribute pair applicable to the skill. So for example: Ogre Mage (Minion) HD: 5d8+25, B:+10(5) M:+5(3) A:+4(2), Speed 40 / 40 fly, Armor:d4+2, Damage: 3d6+7 (Greatsword), Reach 10', Darkvision 60, regen 5 Skills Trained: Concentration (10), Listen (4), Spellcraft (5), Spot (4) (Spell like abilities and other abilities then follow) A "Boss" could be fleshed out more. Each Attribute could be spelled out and even class levels added for more complexity. The point is, the levle of complexity can match whatever the game/story is demanding at the time. I know most DMs do something like this. I know for just random encounters or plenty of times when I am winging it, I mentally boil things down to a key set of numbers I will need. This just provides a system for doing so. [/QUOTE]
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