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DUNGEON's NEW STAT BLOCK FORMAT

Eric Anondson said:
The DMGII introduces this new stat block, we'll probably be seeing this in WotC's new adventure path, as well as all new accessories.

Has there been confirmation of a new WotC Adventure Path? Or are you referring to Dungeon's AP?
 

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Monte At Home said:
When I look at the guy (Filge) on page 45 of the new issue, it strikes me that we probably don't need to know that he's got Scribe Scroll or Brew Potion as a feat. And is he likely, as an NPC, to make a Knowledge (religion) check during the encounter? And I know that as a reader I don't need to know that he's got the Toughness feat. But these are minor quibbles.

I agree when I'm running the adventure, I don't need to know these things. On the other hand, a lot of people use the NPCs for other things and knowing some of those things could be useful.

Also, don't forget the small number of people who go through stat blocks and look for missing feats, skill points, etc. You don't want to ruin their fun ;)
 

The new statblock is great, very nice! :)

One concern though is that I always hear about all the supplemental info that was edited out or cut from various Dungeon Mag adventures for space reasons, and I wonder what cool tidbits and extra lines of background info this statblock will be forcing out every month. :\
 

So, what about the stat block format for rooms? Is that format now official for Dungeon?

This is what I speak of (excerpts from WotC's Return to Undermountain web article):

Room 6 Summary

Creatures: (1) One 5th-level aristocrat human ghost.
Traps: (Many) See below.
Terrain: Normal, but random trap activation in each square.
Lighting Conditions: Bright (due to the fire and lightning traps).
Magic: None except treasure (faint transmutation).
Detectable Alignments: None or moderate evil. The ghost is on the Ethereal Plane until she manifests.
Secrets: (2)The chest and its contents appear to be the treasure, but the chain that binds them is more valuable. Also, the corpse in the room hides the secret to permanently defeating the ghost.
Treasure: (5,535 gp) A jeweled chest worth worth 10 gp. Twenty gems worth 10 gp. A +1 adamantine spiked chain worth 5,325 gp.

Room 5 Summary

Creatures: (12) Nine 1st-level kobold warriors, two 2nd-level kobold fighters, and one 4th-level kobold fighter.
Traps: (1) Two falling portcullises brought down by pulling a lever.
Terrain: Normal, but falling portcullises can block movement.
Lighting Conditions: Darkness and a darkness curtain. Darkness: Be sure to keep track of sighting distances between foes in the long halls. Darkness Curtain: This opaque curtain of darkness completely blocks sight (even darkvision), but it is otherwise harmless; note the curtain's location on the map.
Magic: None except treasure.
Detectable Alignments: None or faint evil. The kobolds detect as faint evil, but they should be out of range at the beginning of the encounter.
Secrets: (2) There is a secret door in the room, and a hidden lever drops and raises two portcullises.
Treasure: The kobold's equipment. The kobolds should be equipped as normal for their level (reference the miniatures' cards if you have them) except the warriors have masterwork light crossbows built for Small characters.

I like this format. It at least make it easier to skim through a dungeon. Seems to only be used sporadically in Dungeon though.
 
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Glyfair said:
I agree when I'm running the adventure, I don't need to know these things. On the other hand, a lot of people use the NPCs for other things and knowing some of those things could be useful.

I hear you, but I'm a "right tool for the right job" kind of guy. In an adventure encounter where I'm probably just going to run this guy in a fight with the PCs, I want it as streamlined as possible. If I want a fully-fleshed out NPC, I'll get an NPC book like the Rogue's Gallery.

Also, don't forget the small number of people who go through stat blocks and look for missing feats, skill points, etc. You don't want to ruin their fun ;)

Yes. Yes I do.
 

Obscure said:
Has there been confirmation of a new WotC Adventure Path? Or are you referring to Dungeon's AP?
Brain fart on my part, I blurred WotC returning to the fold of adventure producing again with Paizo restarting a new adventure path.

As an aside, there are design guidelines for stat blocks in the RPGA campaigns, LG, Green Regent, Mark of Heroes... etc. Wonder if these guidelines will filter over there as well. I know when I wrote adventures for my region in LG we were even restricted as to the precise order stat blocks could be arranged in the appendix. I hope so.
 

Monte At Home said:
Basically, no. This came up in 3rd Edition design. Twice, actually. And we considered it very strongly. But we ruled it out because we were afraid it would be perceived as a really big change (when in fact it really isn't).

Argg... As great of a game rule change as this would be, it would be like a dagger in my heart.

When I look at the guy (Filge) on page 45 of the new issue, it strikes me that we probably don't need to know that he's got Scribe Scroll or Brew Potion as a feat. And is he likely, as an NPC, to make a Knowledge (religion) check during the encounter?

What should probably be done is that when a character has feats or skills that you really don't care about, there should just the something like the following:

Feats Cleave, Power Attack, (+1 feat)
Skills Intimidate +6, Jump +13, Listen +5, (+4 ranks)

I see where you're coming from but if you didn't see the useless feats and skills, how would you know it wasn't an unintended omission? There are way too many editing mistakes in d20 stat blocks (from everyone, mind) and this would only make designers lazier in tracking them down IMO (now you can hide mistakes in "omitted" skills and feats).

The above format would protect against omissions and also keep the size down for those damn NPCs who have more capabilities than they know what to do with. DMs can maybe fill in those feats and skills if it turns out that the NPC doesn't die within the first 5 minutes of their career in the campaign.
 

Monte At Home said:
Basically, no. This came up in 3rd Edition design. Twice, actually. And we considered it very strongly. But we ruled it out because we were afraid it would be perceived as a really big change (when in fact it really isn't).

I just wanna know why you guys decided to only post a range of numbers under the Organization entry, without coming right out and stating how many dice to roll. :]
 

Felon said:
I just wanna know why you guys decided to only post a range of numbers under the Organization entry, without coming right out and stating how many dice to roll. :]

I actually believe that was a sound design decision. That way the individual DM may use a number within the range given to design a suitable encounter. Of course, I may be off my rocker on this one.
 

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