Anyone else not too fond of the new stat block setup?

Dykstrav said:
The only mod I made to the new stat block is an 'Identification' field. This lists the relevant Knowledge category and DC to identify the critter and is listed below Languages. It's a small touch but it saves me that extra few seconds trying to remember which critters are linked to which skill.

For example, a carrion crawler would be like this:

Identification Knowledge (dungeoneering) DC 13

Oh, good idea. I'll steal that. ;)
 

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Nellisir said:
Oh, good idea. I'll steal that. ;)

You're welcome. :) I do like the identification checks, they make the wizard feel all warm and fuzzy for buying those Knowledge skills. I don't, however, like how the DC is tied to hit dice. Can you imagine a character spotting a wyrmling red dragon and a great wyrm red dragon?

"Oh yeah, wyrmling red dragon. Fire breath, vulnerable to cold. That thing?! I don't know what that is! It's just too BIG for me to identify!"
 

The wizard identifies the red dragon based on the least ammount of HD it can have, ie, a wyrmling's. You only check against the great wyrm's HD to learn something that only a great wyrm red dragon can do (like, maybe, the pinnacle of red dragon spellcasting power).
 

Klaus said:
The wizard identifies the red dragon based on the least ammount of HD it can have, ie, a wyrmling's. You only check against the great wyrm's HD to learn something that only a great wyrm red dragon can do (like, maybe, the pinnacle of red dragon spellcasting power).

As I read the Player's Handbook (page 78), monster identification is based strictly off hit dice. I tend to agree with you on this point, you should be able to identify a bigger dragon after you've seen a smaller one. My point is that's it's a silly loophole in the rules, because based on a strict reading of the skill description you're SOL if it's something with alot of hit dice. Most every 3.5 campaign I've been in has a house rule for monster identification because it's just too broad. The specific example here is particularly ridiculous: a wyrmling red dragon would be DC 17, while a great wyrm would be DC 50. Somehow, I think it'd be a bit easier to identify a colossal dragon.

Monster idendification is a good idea, but it's one of the buggy areas of 3.5. It's only four sentences in one skill description, when really it should be a bit more involved. The Knowledge sidebars with the new monster stats is a step in the right direction.
 

Dykstrav said:
As I read the Player's Handbook (page 78), monster identification is based strictly off hit dice. I tend to agree with you on this point, you should be able to identify a bigger dragon after you've seen a smaller one. My point is that's it's a silly loophole in the rules, because based on a strict reading of the skill description you're SOL if it's something with alot of hit dice. Most every 3.5 campaign I've been in has a house rule for monster identification because it's just too broad. The specific example here is particularly ridiculous: a wyrmling red dragon would be DC 17, while a great wyrm would be DC 50. Somehow, I think it'd be a bit easier to identify a colossal dragon.

Monster idendification is a good idea, but it's one of the buggy areas of 3.5. It's only four sentences in one skill description, when really it should be a bit more involved. The Knowledge sidebars with the new monster stats is a step in the right direction.
Yeah. And nevermind that the recent Know Your Enemy articles at WotC's site promptly ignored the guidelines for the Knowledge check...

For the red dragon example, I'd have a table like this:

DC 17 - This is a red dragon. Like all dragons, it is very resistant to injuries and can resist assaults through stamina, agility and sheer willpower. They are breathe fire. Red dragons are savage and arrogant.

DC 22 - Red dragons are immune to fire and specially vulnerable to cold. (wyrmling DC +5)

DC 23 - Young red dragons can spontaneously cast arcane spells.

DC 26 - Juvenile red dragons can loate objects through innate magic.

DC 28 - Red dragons cast not only arcane spells, but also arcane versions of several divine spells, including Chaos, Evil and Fire ones. (Young DC +5)

DC 29 - Young Adult red dragons are resistant to nonmagic weapons, and radiate fear.

DC 38 - Old red dragons can manipulate the mind of a creature using only their voices.

DC 44 - Ancient red dragons can use innate magic to find a path to anything they wish to find.

DC 47 - Red Wyrms are all but impervious to nonmagical weapons.

DC 50 - A red Great Wyrm can find any object it desires through innate magic.
 
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I like the new format. It is easy to use in play.

I dont need the check boxes, but it doesnt bug me either (many games use them) - but I believe this is only in New Player products, which I am all for.

I do like the encounter XP - this was always something new DMs had a hard time with. By putting it right there it helps the new DM out and learn the game.

I did like the way Shadows of the Last War had lighting conditions, etc blocked out for areas.

Overall, I am a fan of the new format. I really didnt care for the old. The less books I need to reference and the less work I need to do on my end the more I can focus on the story telling and the game play.
 

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