Crazy Speculation - Monster Stat Block

Majoru Oakheart

Adventurer
Since we're going to find out what the monster stat block looks like in 4th Edition November 3rd, I thought I'd speculate based on the information we have.

In summary, what I've seen:
-Stat blocks are much shorter
-There is only one AC
-There are not multiple attacks
-There doesn't appear to be a reason to keep track of BAB if there are no multiple attacks (assuming you get rid of a couple of feats that refer to BAB)
-Monsters have powers
-Saves are the same as AC
-There are no hitdice
-With no hitdice and monsters not made using the same rules as players, type likely doesn't matter
-Grapple is "fixed"
-Monsters still have skills, saves, ac, stats, all the same information as before

Wild Guesses of mine that I'm including:
-Grapple and Disarm will be easily able to be figured out based on attacks, skills, and stats without needing a separate entry
-Special Defenses will be included in the powers section
-Bonus types for AC won't matter anymore since there will be no way to avoid PART of someone's AC

So, given this information I anticipate the stat block will look something like:

(Monster Name)
Level (Monster Level) (Monster Role)
Hitpoints: (Hitpoints)
AC: (AC) Fort: (Fort defense) Reflex: (Reflex defense) Will: (Will defense)
Attack: +X (attack type) (damage)
Skills: (Skills and modifiers)
Feats: (Feats)
Stats: Str X, Dex X, Con X, Int X, Wis X, Cha X
Powers:
(Power Name) (Power Type): (Power Description)
 

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Majoru Oakheart said:
In summary, what I've seen:
-Stat blocks are much shorter
-There is only one AC
-There are not multiple attacks
-There doesn't appear to be a reason to keep track of BAB if there are no multiple attacks (assuming you get rid of a couple of feats that refer to BAB)
-Monsters have powers
-Saves are the same as AC
-There are no hitdice
-With no hitdice and monsters not made using the same rules as players, type likely doesn't matter
-Grapple is "fixed"
-Monsters still have skills, saves, ac, stats, all the same information as before
I like many of the design goals of 4e, most of them are things I've already partially implemented through house rules. Despite the changes in Fluff that I don't agree with I've figured I could get some use of the ruleset. At the very least I hoped I could steal mechanics better designed than my house rules. But this would completely nullify the ability to use "monsters" as races which describes the "standard" races of most if not all of my campaigns. And so it would also guarantee I never convert to 4e because the unity of PC and monster mechanics is vital to that sort of playstyle.
 

Majoru Oakheart said:
Stats: Str X, Dex X, Con X, Int X, Wis X, Cha X

It might be that this line disappears - why would we want it for monsters in 90% of cases? If anything, we'd probably only be looking for their ability modifiers, but most of the time those should be already included in relevant numbers anyway, no?

I'm hoping that 4e will contain less 'modify an ability and watch changes ripple through lots of other things' than 3e...

Cheers
 

I think that the stat block will resemble the SW SAGA statblock, which is basically a simplified form of the stat block unveiled in the 3.5e DMGII. Here is an example taken from the WoTC website:

Chalkazza, Wookiee Bounty Hunter CL 1
Medium Wookiee scout 1
Force 5; Dark Side 0
Init +0; Senses Perception +6
Languages Basic (cannot speak), Shryiiwook



--------------------------------------------------------------------------------
Defenses Ref 13 (flat-footed 13), Fort 14, Will 12
hp 26; Threshold 14

--------------------------------------------------------------------------------
Speed 6 squares
Melee vibroblade +3 (2d6+3)
Ranged bowcaster +0 (3d10)
Base Atk +0; Grp +3

--------------------------------------------------------------------------------
Abilities Str 16, Dex 10, Con 15, Int 8, Wis 13, Cha 8
SQ extraordinary recuperation, Wookiee rage
Talents Acute Senses
Feats Shake It Off, Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons)
Skills Climb +3 (may take 10 even when distracted), Endurance +7, Perception +6, Persuasion –1 (may reroll checks to intimidate), Pilot +5, Stealth +5
Possessions bowcaster, vibroblade, binders (2), comlink, macrobinoculars
 

Plane Sailing said:
It might be that this line disappears - why would we want it for monsters in 90% of cases? If anything, we'd probably only be looking for their ability modifiers, but most of the time those should be already included in relevant numbers anyway, no?

Strength checks, for when the monster has to bash down a door to get to the PCs (or when the drunken paragon-tier barbarian challenges the giant to an arm-wrestling contest). Figuring out how much the monster can carry (handy when the spellcaster charms the big strong monster & decides it can carry the too-heavy-to-otherwise-move treasure for the party, or when the spellcasters are looking to summon the strongest possible monster to push a heavy rock out of the way). Contest of Dex checks to see who can grab the McGuffin first. Untrained skill checks for skills not listed in their writeup. Any thing that the designer's didn't think of that might come up in a game, sooner or later. Ability damage (if it exists; if it doesn't, how will they do "things that make you weaker"?).

Having just the modifiers would be fine, though (if there is any reason -- carrying capacity, maybe, or ability damage -- to get the actual Str, you can double the modifier, add ten, and be close enough).
 

coyote6 said:
Strength checks, for when the monster has to bash down a door to get to the PCs (or when the drunken paragon-tier barbarian challenges the giant to an arm-wrestling contest). Figuring out how much the monster can carry (handy when the spellcaster charms the big strong monster & decides it can carry the too-heavy-to-otherwise-move treasure for the party, or when the spellcasters are looking to summon the strongest possible monster to push a heavy rock out of the way). Contest of Dex checks to see who can grab the McGuffin first. Untrained skill checks for skills not listed in their writeup. Any thing that the designer's didn't think of that might come up in a game, sooner or later. Ability damage (if it exists; if it doesn't, how will they do "things that make you weaker"?).

Having just the modifiers would be fine, though (if there is any reason -- carrying capacity, maybe, or ability damage -- to get the actual Str, you can double the modifier, add ten, and be close enough).

Well, exactly - bashing down a door is Str mod, arm wrestling challenges don't happen that often with monsters, carrying capacity is almost never an issue.

All the dex based stuff you mention relies upon ability mods anyway;

My 10% figure is probably wildly optimistic!
 

Shroomy said:
I think that the stat block will resemble the SW SAGA statblock, which is basically a simplified form of the stat block unveiled in the 3.5e DMGII. Here is an example taken from the WoTC website:

Chalkazza, Wookiee Bounty Hunter CL 1
Medium Wookiee scout 1
Force 5; Dark Side 0
Init +0; Senses Perception +6
Languages Basic (cannot speak), Shryiiwook



--------------------------------------------------------------------------------
AC 10
Defenses Ref 13 (flat-footed 13), Fort 14, Will 12
hp 26; Threshold 14

--------------------------------------------------------------------------------
Speed 6 squares
Melee vibroblade +3 (2d6+3)
Ranged bowcaster +0 (3d10)
Base Atk +0; Grp +3

--------------------------------------------------------------------------------
Abilities Str 16, Dex 10, Con 15, Int 8, Wis 13, Cha 8
SQ extraordinary recuperation, Wookiee rage
Talents Acute Senses
Feats Shake It Off, Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons)
Skills Climb +3 (may take 10 even when distracted), Endurance +7, Perception +6, Persuasion –1 (may reroll checks to intimidate), Pilot +5, Stealth +5
Possessions bowcaster, vibroblade, binders (2), comlink, macrobinoculars

Altered it slightly to reflect new confirmed information.
 

Majoru Oakheart said:
Since we're going to find out what the monster stat block looks like in 4th Edition November 3rd, I thought I'd speculate based on the information we have.
Strictly speaking, we'll know the statblock for PCs. The figures are all for the player character figures. Not that there will likely be much difference, but there much be some differences.

We might even see the stats a week early, since that's when stores will get the kits. Depends on how they are "packed."
 

Actually, it was confirmed that the flat-footed condition no longer exists.

My guess?

Monster Name
Level <Level> <Size> <Role> <Descriptors, if any>
Init <Init>; Senses Perception +X <, special senses>
Aura <Aura>
Communication <Languages, etc>
--------------------------------------------------------------------------------
AC (AC) Fort <Fortitude> Ref <Reflex> Will <Will>
hp <hit points>
SD <Special Defenses>
--------------------------------------------------------------------------------
Standard actions
Melee +X (damage) or
Ranged +X (damage)
Move actions Move X squares
Swift actions <swift actions, if any>
Immediate actions <immediate actions, if any>
Free actions <free actions, if any>
--------------------------------------------------------------------------------
Str +X, Dex +X, Con +X, Int +X, Wis +X, Cha +X
Skills: <only trained/focused skills and those for which the monster has some special abilities>
Feats: (Feats)

For a very simple monster, this may look like:

Orc with club
Level 1 Medium Brute
Init +0; Senses Perception +0, darkvision
Communication Goblin, Orc
--------------------------------------------------------------------------------
AC 16 Fort 13 Ref 11 Will 8
hp 15
--------------------------------------------------------------------------------
Standard actions
Melee club +5 (1d8)
Move actions Move 6 squares
Free actions Cleave (orc gets 1 free attack if he drops an opponent with his first attack)
--------------------------------------------------------------------------------
Str +3, Dex +1, Con +3, Int -1, Wis -2, Cha -2
Skills: Athletics +8
Feats: Cleave
 
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I really hope the abilities (Str, etc) remain. They provide invaluable information as to how the monster behaves. The physical stats for how it moves and the mental for what it does.
 

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