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Delve Format and 4e Monster Stat Blocks
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<blockquote data-quote="Shroomy" data-source="post: 3728492" data-attributes="member: 32739"><p>I want to start this thread by stating that I really like the potential of the delve format, and I think it handles the primary type of modern adventure design very well: short, interlocked missions taking place in smaller "dungeons" (with dungeons being a generic term for any potential adventure site) interlaced with non-site dependent events. In its current incarnation, the delve format works best for low-level and lower mid-level adventures (exemplars IMO being <em>Cormyr: Tearing of the Weave</em>, <em>The Barrow of the Forgotten King</em>, and <em>The Sinister Spire</em>) because the format <em>is</em> space intensive. You get one or two pages to fully describe an encounter in great detail (plus any information also provided in the main body of the encounter area): monster stat blocks, terrain (the renewed emphasis on terrain/furnishings/environment is something that is usually simplified, truncasted, or glossed over in many adventures), tactics, read-aloud text, treasure, etc. all with a map.</p><p></p><p>However, I think that in 3.5e, the encounter format definitely starts to break down at higher-levels because of the length of 3.5 stat blocks (I think the same problem also occurs when you use multiple opponents). These stat blocks are so space intensive that something has to be cut and it is usually the meat of what makes the delve a potentially great format, primarily, the emphasis on the terrain (maps are either greatly simplified or descriptions of the terrain are either missing or truncated) and all the extras, like role-playing notes. It basically becomes a bland map with a long stat-block, some read-aloud text, and a brief tactics section. If you're lucky, you may even get a paragraph on "Developments."</p><p></p><p>Reducing the lengths and simplifying stat blocks is a step in the right direction for 4e. All that conserved space can be used to really punch-up an encounter, make it dynamic, and include other options beyond killing your opponent. I think once the transition to 4e is underway, the real strengths of the delve format will shine thru and the tough nuts will finally be cracked (I'm thinking about Nick Logue's complaint that you can't model chases in the delve format very well; but hey, not everything has to be in a delve encounter format, <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />).</p></blockquote><p></p>
[QUOTE="Shroomy, post: 3728492, member: 32739"] I want to start this thread by stating that I really like the potential of the delve format, and I think it handles the primary type of modern adventure design very well: short, interlocked missions taking place in smaller "dungeons" (with dungeons being a generic term for any potential adventure site) interlaced with non-site dependent events. In its current incarnation, the delve format works best for low-level and lower mid-level adventures (exemplars IMO being [i]Cormyr: Tearing of the Weave[/i], [i]The Barrow of the Forgotten King[/i], and [i]The Sinister Spire[/i]) because the format [i]is[/i] space intensive. You get one or two pages to fully describe an encounter in great detail (plus any information also provided in the main body of the encounter area): monster stat blocks, terrain (the renewed emphasis on terrain/furnishings/environment is something that is usually simplified, truncasted, or glossed over in many adventures), tactics, read-aloud text, treasure, etc. all with a map. However, I think that in 3.5e, the encounter format definitely starts to break down at higher-levels because of the length of 3.5 stat blocks (I think the same problem also occurs when you use multiple opponents). These stat blocks are so space intensive that something has to be cut and it is usually the meat of what makes the delve a potentially great format, primarily, the emphasis on the terrain (maps are either greatly simplified or descriptions of the terrain are either missing or truncated) and all the extras, like role-playing notes. It basically becomes a bland map with a long stat-block, some read-aloud text, and a brief tactics section. If you're lucky, you may even get a paragraph on "Developments." Reducing the lengths and simplifying stat blocks is a step in the right direction for 4e. All that conserved space can be used to really punch-up an encounter, make it dynamic, and include other options beyond killing your opponent. I think once the transition to 4e is underway, the real strengths of the delve format will shine thru and the tough nuts will finally be cracked (I'm thinking about Nick Logue's complaint that you can't model chases in the delve format very well; but hey, not everything has to be in a delve encounter format, ;)). [/QUOTE]
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