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Changes to D&D's Spellcasting Monsters: Streamlining Your Way To Bliss
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<blockquote data-quote="pauldanieljohnson" data-source="post: 8533142" data-attributes="member: 6871928"><p>You can always just keep doing what you've always done. The old style of spellcaster stat block is still fully functional and compatible with the rules.</p><p></p><p>FWIW, I've made about a half dozen spellcasting NPCs with the new stat block style, and I've had no troubles. Transcribing a few spells into the format of Actions is simple enough, and the list of spells under the Spellcasting action is the same as it's always been, excepting that you aren't obligated to populate the list according to the rules of a PC class.</p><p></p><p>It sounds like you've been building new NPCs by using existing NPC stat blocks as templates, which no doubt works, but really you should be using the monster creation rules starting on pg 273 of your DMG. Once you get the hang of how the NPC's stats determine its challenge rating, it gets pretty intuitive to start not only assigning existing spells, but playing around with them to make new and interesting spellcasting options. THAT'S the math that needs to make sense, not a perceived obligation to have NPCs mirror PCs in every last detail.</p><p></p><p>And, in my own experience, it's a lot more fun to have NPCs and monsters show up with new and unique magical abilities brought to the table by an imaginative DM, rather than the same litany of spells over and over again.</p></blockquote><p></p>
[QUOTE="pauldanieljohnson, post: 8533142, member: 6871928"] You can always just keep doing what you've always done. The old style of spellcaster stat block is still fully functional and compatible with the rules. FWIW, I've made about a half dozen spellcasting NPCs with the new stat block style, and I've had no troubles. Transcribing a few spells into the format of Actions is simple enough, and the list of spells under the Spellcasting action is the same as it's always been, excepting that you aren't obligated to populate the list according to the rules of a PC class. It sounds like you've been building new NPCs by using existing NPC stat blocks as templates, which no doubt works, but really you should be using the monster creation rules starting on pg 273 of your DMG. Once you get the hang of how the NPC's stats determine its challenge rating, it gets pretty intuitive to start not only assigning existing spells, but playing around with them to make new and interesting spellcasting options. THAT'S the math that needs to make sense, not a perceived obligation to have NPCs mirror PCs in every last detail. And, in my own experience, it's a lot more fun to have NPCs and monsters show up with new and unique magical abilities brought to the table by an imaginative DM, rather than the same litany of spells over and over again. [/QUOTE]
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Changes to D&D's Spellcasting Monsters: Streamlining Your Way To Bliss
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