Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Monster Manual (2025)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Remathilis" data-source="post: 9550980" data-attributes="member: 7635"><p>So for schnitz and giggles (schnitzels?) I went back with fresh eyes and reviewed the 2014 creation rules. </p><p></p><p>Holy #$&@ are they convoluted to the uninitiated!</p><p></p><p>There are two types of rules: the chart and the build from scratch. Well, that's not completely true. The chart is used in the latter, but it can be used alone if all you care about is attack and defense numbers. The chart in isolation is fine (I have never used it in game, if I need just a random set of fight numbers I'll grab a brute MM monster and reskin) but I'm here to look at the more detailed "how to build a stat block" section. </p><p></p><p>Oh boy. </p><p></p><p>First, it's 20 steps. Twenty! Now some are easier than others (picking an alignment is barely a step). But it's still a daunting list at first blush. The first few steps are straight forward, but our first snag hits at step six: choose a CR. You refer back to the table for quick stats and keep that number penciled in. That will be your target numbers for every other step. </p><p></p><p>Now you get to the AC section. You can set AC by the chart or calculate it normally (AC 10 + Dex + armor + misc) though the latter might end up with a lower/higher number on the chart. The same is done with HP, but now you have to keep in mind the size and number of their HD, Con mod and other misc. Did those numbers align with the chart? Good, but don't write them in yet because they can still change. </p><p></p><p>Repeat the process for offense, setting attack mods and save DCa based on PB and ability scores. Again, don't settle on anything because specific attacks can raise these. To calculate damage, find the average damage of their first three rounds of combat, using their most optimal attack pattern. If they're a spellcaster, pick their three best spells and use their average damage. If they have AOE attacks, you have to take into account the number of targets they will probably hit with it. Once you have those numbers, check the chart? Still hitting the benchmarks? Good, not done yet.</p><p></p><p>You see, some special attacks and defenses raise your AC, HP, and damage per round. In particular, damage resistances multiply your HP total. Certain features (a non-exhaustive chart is provided) raise your numbers as well. It's possible that enough of these numbers might raise a stat into the next bracket of CR (more on that later). </p><p></p><p>Note that while certain things raise CR, others don't. In particular, condition riders to attacks and resistances don't, so a creature who can apply charmed, poisoned, fear and paralyzed in one hit has the same CR as one who doesn't. Dittos to ones immune to the above conditions. </p><p></p><p>Now, you calculate a defensive CR (based on effective AC and HP, including all adjustments) and an offensive CR (attacks, damage and save DCs) . There is a chance that these will be equal and match your target CR, but just as likely it won't. If they are uneven, average them. That's your final CR. </p><p></p><p>But wait! CR determines your proficiency bonus, which was used to calculate the CR. And if your CR changed enough from target, it's possible the CR bonus changed, which changes all your numbers and forces you to recalculate them with the new PB to see if they still match the intended CR!</p><p></p><p>Aaaaaahhhhhh!!!!</p><p></p><p>And if your numbers don't align with what you wanted, no problem. Just add HD (and recalculate the defensive CR) or up damage (and recalculate the offensive CR) until you meet the desired CR. </p><p></p><p>Then add your finishing touches like senses and skills and languages!</p><p></p><p>Everyone followed that? </p><p></p><p>You can see why that system is unintuitive. You never settle on any number until you have your final calculation, and only then can you set numbers in stone. Everything is in flux until that point. Imagine if PC's level was determined by a bunch of factors (like defenses and damage per round) and you had to recalculate everything if a number changed. It would be madness. </p><p></p><p>We liked these rules because most of us are old hat DMs who probably have designed plenty of rules for the game (professionally or otherwise) but to someone who isn't hardcore into the game math or nuts and bolts, that's a lot of stuff that is heavy on theory and light on actual rules. And it's really hard to do without spreadsheets or special calculators monitoring your changes in real time. </p><p></p><p>I am not a game designer by choice. I don't know how you make it simpler. 3e did it by makings monsters build like PCs. 4e did it by disassociating the final numbers from how they are calculated (ie AC is set by level, not armor or Dex). 5e tries to split the difference and makes monster creation complicated beyond what most DMs can or will use.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9550980, member: 7635"] So for schnitz and giggles (schnitzels?) I went back with fresh eyes and reviewed the 2014 creation rules. Holy #$&@ are they convoluted to the uninitiated! There are two types of rules: the chart and the build from scratch. Well, that's not completely true. The chart is used in the latter, but it can be used alone if all you care about is attack and defense numbers. The chart in isolation is fine (I have never used it in game, if I need just a random set of fight numbers I'll grab a brute MM monster and reskin) but I'm here to look at the more detailed "how to build a stat block" section. Oh boy. First, it's 20 steps. Twenty! Now some are easier than others (picking an alignment is barely a step). But it's still a daunting list at first blush. The first few steps are straight forward, but our first snag hits at step six: choose a CR. You refer back to the table for quick stats and keep that number penciled in. That will be your target numbers for every other step. Now you get to the AC section. You can set AC by the chart or calculate it normally (AC 10 + Dex + armor + misc) though the latter might end up with a lower/higher number on the chart. The same is done with HP, but now you have to keep in mind the size and number of their HD, Con mod and other misc. Did those numbers align with the chart? Good, but don't write them in yet because they can still change. Repeat the process for offense, setting attack mods and save DCa based on PB and ability scores. Again, don't settle on anything because specific attacks can raise these. To calculate damage, find the average damage of their first three rounds of combat, using their most optimal attack pattern. If they're a spellcaster, pick their three best spells and use their average damage. If they have AOE attacks, you have to take into account the number of targets they will probably hit with it. Once you have those numbers, check the chart? Still hitting the benchmarks? Good, not done yet. You see, some special attacks and defenses raise your AC, HP, and damage per round. In particular, damage resistances multiply your HP total. Certain features (a non-exhaustive chart is provided) raise your numbers as well. It's possible that enough of these numbers might raise a stat into the next bracket of CR (more on that later). Note that while certain things raise CR, others don't. In particular, condition riders to attacks and resistances don't, so a creature who can apply charmed, poisoned, fear and paralyzed in one hit has the same CR as one who doesn't. Dittos to ones immune to the above conditions. Now, you calculate a defensive CR (based on effective AC and HP, including all adjustments) and an offensive CR (attacks, damage and save DCs) . There is a chance that these will be equal and match your target CR, but just as likely it won't. If they are uneven, average them. That's your final CR. But wait! CR determines your proficiency bonus, which was used to calculate the CR. And if your CR changed enough from target, it's possible the CR bonus changed, which changes all your numbers and forces you to recalculate them with the new PB to see if they still match the intended CR! Aaaaaahhhhhh!!!! And if your numbers don't align with what you wanted, no problem. Just add HD (and recalculate the defensive CR) or up damage (and recalculate the offensive CR) until you meet the desired CR. Then add your finishing touches like senses and skills and languages! Everyone followed that? You can see why that system is unintuitive. You never settle on any number until you have your final calculation, and only then can you set numbers in stone. Everything is in flux until that point. Imagine if PC's level was determined by a bunch of factors (like defenses and damage per round) and you had to recalculate everything if a number changed. It would be madness. We liked these rules because most of us are old hat DMs who probably have designed plenty of rules for the game (professionally or otherwise) but to someone who isn't hardcore into the game math or nuts and bolts, that's a lot of stuff that is heavy on theory and light on actual rules. And it's really hard to do without spreadsheets or special calculators monitoring your changes in real time. I am not a game designer by choice. I don't know how you make it simpler. 3e did it by makings monsters build like PCs. 4e did it by disassociating the final numbers from how they are calculated (ie AC is set by level, not armor or Dex). 5e tries to split the difference and makes monster creation complicated beyond what most DMs can or will use. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Monster Manual (2025)
Top