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Does Anybody Else Seriously Love the Monster Manual? My Thoughts on the MM.
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<blockquote data-quote="Sword of Spirit" data-source="post: 6499140" data-attributes="member: 6677017"><p>The one problem with adding on racial traits is that you have to do the same thing with humans or they fall behind. Which means you are always adding something or another to those NPCs stat blocks regardless of the race. The racial traits for the standard races in the DMG also don't list all the traits (even relevant ones like a hill dwarf getting an extra hp per level). I think the intention was in the right place, but there are issues with implementation.</p><p></p><p>My simple solution is not to add any of the ability score boosts for the races, but all the other features. There are certain specific exceptions, such as mountain dwarves. In that case I'd just say they get a +1 to attack and damage with strength based weapons. For humans, I would go with the variant human, and say they get the Resilient feat. Assigning a save bonus to Con or Str for warrior types, Wis for spellcastery types, and Dex for everyone else is really easy and can be done on the fly. For skills, just give them an extra skill appropriate to their profession; probably athletics for warrior types and ignorable for most others.</p><p></p><p>That's what I'm thinking, since it means I don't have to mess with the actual stat blocks and is doable on the fly. The biggest actual change to make is to give hill dwarves that extra 1 hp per hit die. Otherwise it's all situational stuff that just relies on knowing the non-ability score traits of the various races and applying when needed. As far as the monsters conversions listed in the DMG...those work less well with the simple NPC statblocks in the MM. I'd probably use something along those lines for building full class-based characters, but use the monster entry stat blocks for monsters whenever possible, avoiding applying them to the simple NPC entries.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6499140, member: 6677017"] The one problem with adding on racial traits is that you have to do the same thing with humans or they fall behind. Which means you are always adding something or another to those NPCs stat blocks regardless of the race. The racial traits for the standard races in the DMG also don't list all the traits (even relevant ones like a hill dwarf getting an extra hp per level). I think the intention was in the right place, but there are issues with implementation. My simple solution is not to add any of the ability score boosts for the races, but all the other features. There are certain specific exceptions, such as mountain dwarves. In that case I'd just say they get a +1 to attack and damage with strength based weapons. For humans, I would go with the variant human, and say they get the Resilient feat. Assigning a save bonus to Con or Str for warrior types, Wis for spellcastery types, and Dex for everyone else is really easy and can be done on the fly. For skills, just give them an extra skill appropriate to their profession; probably athletics for warrior types and ignorable for most others. That's what I'm thinking, since it means I don't have to mess with the actual stat blocks and is doable on the fly. The biggest actual change to make is to give hill dwarves that extra 1 hp per hit die. Otherwise it's all situational stuff that just relies on knowing the non-ability score traits of the various races and applying when needed. As far as the monsters conversions listed in the DMG...those work less well with the simple NPC statblocks in the MM. I'd probably use something along those lines for building full class-based characters, but use the monster entry stat blocks for monsters whenever possible, avoiding applying them to the simple NPC entries. [/QUOTE]
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Community
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Does Anybody Else Seriously Love the Monster Manual? My Thoughts on the MM.
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