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General Tabletop Discussion
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Let's talk about monster design philosophies, by way of examples.
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<blockquote data-quote="Quickleaf" data-source="post: 8746957" data-attributes="member: 20323"><p>I cannot stress how much I love this comment. Yes, 110% <em>this</em>.</p><p></p><p></p><p>There's a cut-off point where the designer needs to decide "ok, this is getting mechanical representation, and this is not." Because the stat block needs to be manageable for the GM. And it's really something that needs to be felt out per monster / per adventure. Worg-riders and rat-mongers as fiction text and/or as stat text. Both ways are totally legitimate.</p><p></p><p>What I would like to see – just judging by how often 5e monster stats are replicated (e.g. in adventures, across different websites), and how little their lore is replicated – is judiciously bringing some of the more narrative non-combat elements <em>into </em>the stat block itself, or some kind of ancillary / sidebar representation right there with the stat block. I think that's a really really helpful thing for the GM to have immediate access to without having cross-reference anything.</p><p></p><p>This is getting a little further afield, but my ideal "stat block" would compress a lot of the stuff that's a bit spread out in the 5e stat block and would include narrative stuff like sample names for individual goblins. It's recognizing that the way stat blocks are being replicated in modern D&D is losing out on something that we don't want to lose, and that we should design course-correct to deliberately include their existence outside of just combat parameters.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8746957, member: 20323"] I cannot stress how much I love this comment. Yes, 110% [I]this[/I]. There's a cut-off point where the designer needs to decide "ok, this is getting mechanical representation, and this is not." Because the stat block needs to be manageable for the GM. And it's really something that needs to be felt out per monster / per adventure. Worg-riders and rat-mongers as fiction text and/or as stat text. Both ways are totally legitimate. What I would like to see – just judging by how often 5e monster stats are replicated (e.g. in adventures, across different websites), and how little their lore is replicated – is judiciously bringing some of the more narrative non-combat elements [I]into [/I]the stat block itself, or some kind of ancillary / sidebar representation right there with the stat block. I think that's a really really helpful thing for the GM to have immediate access to without having cross-reference anything. This is getting a little further afield, but my ideal "stat block" would compress a lot of the stuff that's a bit spread out in the 5e stat block and would include narrative stuff like sample names for individual goblins. It's recognizing that the way stat blocks are being replicated in modern D&D is losing out on something that we don't want to lose, and that we should design course-correct to deliberately include their existence outside of just combat parameters. [/QUOTE]
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Let's talk about monster design philosophies, by way of examples.
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