Felon said: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.
I like this format. It at least make it easier to skim through a dungeon. Seems to only be used sporadically in Dungeon though.
scourger said:The 3-18 ability score range has to stay. It's too important for random ability score generation by rolling dice.
Glyfair: 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![]()
Ouch.Monte At Home: Yes. Yes I do.
Felon said:Well, the DM can always just pull a number out of his bum...most do, I suspect.
But if you're going to bother having an entry for it, make the generation method clear. Otherwise, just ditch it altogether, save some space, and let the DM rely on bum-pulls.
John Cooper said:Ouch.
Indeed, I think John's work has been immensely helpful and I can't imagine a single gamer not appreciating it. Hell, we need more guys like him out there!Vigwyn the Unruly said:You go, John.
I love Monte's work, but I love yours, too.
It's guys like you that make guys like him better.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.