Kamikaze Midget said:They're designing it for combat and combat alone -- a shallow design goal that does not speak to how monsters are truly used in at least MY campaign.
I agree completely.
Kamikaze Midget said:They're designing it for combat and combat alone -- a shallow design goal that does not speak to how monsters are truly used in at least MY campaign.
I don't entirely agree, for the reasons I gave in my replies to Kamikaze Midget: When the nature of the challenge changes (eg the PCs try to sweet-talk the Brute) then the GM has to make a call (perhpas off the cuff, or perhaps there will be default rules in the DMG or the MM) about the parameters of the Brute as a social challenge. In that sense, metagame purposes can be flexible.Kraydak said:Overly focusing monster generation on metagame purposes breaks down when, as happens *extremely* often, monsters get used for other purposes. Enhanced diplomacy rules or a well placed charm spell can take nigh any creature and put it in a position where you need to know what skills it has, how it interacts with equipement or buff spells and everything else that you decided to ignore because it was *only* a combat brute that would live for 5 rounds, max. Only a very, very limited subset of monsters (oozes?) will never be forced to interact with the PC rule set. Certainly anything even vaguely humanoid will.
There is one thing that might complicate the situation. You are assuming that your sample stat block is complete, in that it is a total picture of the monster. If that is what the designers intend, then I agree with those who say we have a design for overly limited purposes (eg designing purely for combat).Majoru Oakheart said:<snip monster stat block>
Does it compare directly to the players? Nope. It likely has WAY more hit points and some of its abiltiies will be extremely powerful for a 10th level character. Nor does it give you enough information to make a character out of the monster, but you still have all the same stats as a character.
If that's correct its reassuring, given the potential problem that I think Kraydak has raised.Majoru Oakheart said:Extremely often? I don't know about that. I played in weekly campaign for almost every week since about 1993(2 weekly campaigns for a number of those years), and I've been a Triad member for Living Greyhawk for 2 years and played in LG for 6 years. I can fairly certainly say that the number of times that I've need to know those things has been maybe...2 or 3 times.
Right now, the stat block of a creature tells you how it works in both combat AND non-combat situations, in that the stat blocks list their non-combat skills. The designers have already said that the stat blocks of creatures in 4e will be complete as well.pemerton said:But I do think you're right that it becomes trickier if the PCs charm a Brute and want to use it for some non-combat purpose. What non-combat stats should it be given? If I was thinking about how to implement mechanics to resolve this sort of situation without any prior constraints, I would look at some sort of system to facilitate player-GM negotiation: whether through Fate Points, or other concessions, the player who charmed the Brute is able to work with the GM to stipulate its other abilities.
I'm missing something. Why would the stat blocks be anything but complete in the same way the current ones are. The designers have just said they've managed to make them a lot smaller but that monsters will still have skills, feats, and all the other things they had before. This is already what we have now, it just takes up less space on paper in the new version and you don't have to limit creatures based on their type, race, hit dice or any other arbitrary number. If you want a goblin with +400 to hit, but 5 hit points, a 2 strength, and +40 to diplomacy, you can.pemerton said:There is one thing that might complicate the situation. You are assuming that your sample stat block is complete, in that it is a total picture of the monster. If that is what the designers intend, then I agree with those who say we have a design for overly limited purposes (eg designing purely for combat).
I seem to be missing something. Why would you believe you'd have to generate a new stat block? At the most, I could see that if the Brute became a target of a social encounter, you MIGHT have to invent a number for how "easily convinced" they were. But other than that, their social skills would all be listed and nothing would need to be changed.pemerton said:For this sort of design approach to work, I think that it must be understood that the stats of a Brute are not the totality of its stats, but the stats it needs to play in the role the GM has assigned it. If the situation suddenly changes, and the Brute becomes the focus of a social challenge, then I am assuming the GM has to, at that point, generate a new statblock (off the cuff, or by application of some sort of default rule). In that sense, I am assuming that under the new system monster stats will be deliberately incomplete. Only PC stats will be complete, because only a PC has the metagame purpose of engaging in any challenge at any time.
Majoru Oakheart said:Extremely often? I don't know about that. I played in weekly campaign for almost every week since about 1993(2 weekly campaigns for a number of those years), and I've been a Triad member for Living Greyhawk for 2 years and played in LG for 6 years. I can fairly certainly say that the number of times that I've need to know those things has been maybe...2 or 3 times. We did all play monsters during one campaign, but the only reason we did so is because Savage Species came out and we wanted to try it out.
Besides, none of that really matters, they've said that creatures have ALL of that information.
The difference between player characters and monsters(from everything I've read) is that a player race will say:
+2 strength, -2 con. At 5th level they get Super Luck, and 10th level they can choose to be able to jump really high or turn into a frog.
monsters will say:
Goblin Clubfighter
Level 10 Monster
xp: 570
Str 26, Dex 14, Con 16, Int 15, Wis 12
Attacks: +14 (Club) 1d6+8
HP: 258
Saves: 20 Ref, 15 Fort, 17 Will
Skills: +14 Diplomacy, +12 Tumble, +3 Craft, +10 Concentration
Special Abilities:
Hit Hard With Club (Ex): Once per combat, he can spend a swift action to do an extra 2d6 damage with his club.
Low Light Vision (Ex)
Does that mean that Goblins have +15 strength? Nope, just that this one has that strength. Does that mean that all goblins can Hit Hard With Club? Nope, this one can though. You can run this monster through virtually any situation you want. Although, you can't figure out HOW it got 258 hitpoints or how it got +14 to hit. It just does, since it is a level 10 monster designed to be a brute, and it needs about +14 to hit so that it can hit level 10 PCs on average 60% of the time. It has 258 hit points so that it can survive about 5 rounds of attacks since the average striker at 10th level does 50 damage.
Does it compare directly to the players? Nope. It likely has WAY more hit points and some of its abiltiies will be extremely powerful for a 10th level character. Nor does it give you enough information to make a character out of the monster, but you still have all the same stats as a character.
Considering that we dont know what the actual monster stat block will look like, isnt it a bit premature to be complaining about what information will be missing from it?Kraydak said:So, what happens if the goblin gets disarmed? Dispelled? If his AC doesn't include a bonus breakdown, what happens if he gets surprised? What happens if he gets surprised *after* a rust monster attack (or a Rusting grasp spell)? Are any of his combat stats Morale based?
I agree. This entire thread sounds like a room full of 19th-century philosophers arguing about why horseless carriages should have six legs, rather than four.D.Shaffer said:Considering that we dont know what the actual monster stat block will look like, isnt it a bit premature to be complaining about what information will be missing from it?
D.Shaffer said:Considering that we dont know what the actual monster stat block will look like, isnt it a bit premature to be complaining about what information will be missing from it?
Keldryn said:I'm in agreement. I loved the idea when 3rd Edition first came out, but in actual practice it possibly ended up being a horrendous pain in the butt in preparing for and running a game.
The reason I had been suggesting stat blocks might be incomplete was because a role-oriented stat block would only give information necessary for that role. Otherwise it would not be role-oriented. I had missed the designers' remarks about complete statblocks. If this is the case, then my thoughts about role-oriented stat blocks must be wrong.Majoru Oakheart said:Right now, the stat block of a creature tells you how it works in both combat AND non-combat situations, in that the stat blocks list their non-combat skills. The designers have already said that the stat blocks of creatures in 4e will be complete as well.
<snip>
Why would the stat blocks be anything but complete in the same way the current ones are. The designers have just said they've managed to make them a lot smaller but that monsters will still have skills, feats, and all the other things they had before.
<snip>
Why would you believe you'd have to generate a new stat block? At the most, I could see that if the Brute became a target of a social encounter, you MIGHT have to invent a number for how "easily convinced" they were. But other than that, their social skills would all be listed and nothing would need to be changed.