jester47
First Post
I just realised somthing...
In the monster statblock- you can kick the abilities line. In fact, if you do, it makes it much easier to prepare the monster.
This is kind of retro (Diaglo will be proud, maybe) but if you want a creature to have a certain hide bonus, just give it that hide bonus, if you want it to have a certain attack bonus, go for it.
For a while I have been spending a lot of time reconciling skill points and abilites in Tomb of Abysthor. Then I was thinking about the book everyone else and how it did not cover demihumans... and then I was like- what does it matter-- these scores are within the range of reason -- why am I being so anal? Just assume the abilities fit the stats. Chuck the the abilities line...
Now, you might want to recalculate everything for special encounters, but for a fight, all you really need are the HP, Attack numbers, Movement, SAs, SQs, saves and whatever skills are needed to carry out whatever tactics you plan to use.
For exaple if the players are taking on a giant, and someone cast ray of enfeblement on the Giant, you just divide the str damage the Giant takes, divide by two and subtact the result from his attack numbers.
I am sure I am ranting about the obvious here, but man this will make random encounters that turn into fights so much easier... And I think things will lighten up once I get out of old 3.0 modules. Still its good to know.
Aaron.
In the monster statblock- you can kick the abilities line. In fact, if you do, it makes it much easier to prepare the monster.
This is kind of retro (Diaglo will be proud, maybe) but if you want a creature to have a certain hide bonus, just give it that hide bonus, if you want it to have a certain attack bonus, go for it.
For a while I have been spending a lot of time reconciling skill points and abilites in Tomb of Abysthor. Then I was thinking about the book everyone else and how it did not cover demihumans... and then I was like- what does it matter-- these scores are within the range of reason -- why am I being so anal? Just assume the abilities fit the stats. Chuck the the abilities line...
Now, you might want to recalculate everything for special encounters, but for a fight, all you really need are the HP, Attack numbers, Movement, SAs, SQs, saves and whatever skills are needed to carry out whatever tactics you plan to use.
For exaple if the players are taking on a giant, and someone cast ray of enfeblement on the Giant, you just divide the str damage the Giant takes, divide by two and subtact the result from his attack numbers.
I am sure I am ranting about the obvious here, but man this will make random encounters that turn into fights so much easier... And I think things will lighten up once I get out of old 3.0 modules. Still its good to know.
Aaron.
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