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<blockquote data-quote="Stalker0" data-source="post: 8292276" data-attributes="member: 5889"><p>I think the top two things:</p><ul> <li data-xf-list-type="ul">Lore: What is a party expected to know about this creature, assuming certain knowledges?</li> <li data-xf-list-type="ul">Combat: How does this creature fight (which should be factored into its CR). Does it run as soon as its hurt, fight to the death, put one creature unconscious and drag it away, etc. Of course the DM can always change the monster's behavior, but this is the standard behavior, and the CR should be based on that</li> </ul><p></p><p>I will also say that I polled Enworld a while back about what monsters they found "hardest to run", and overwhelmingly it was spellcasters. The big list of spells is just not an efficient statblock when a DM is under pressure, trying to decide what to do. This is ESPECIALLY true with reaction type spells....I can't tell you how many times I forgot a shield spell or something because its just listed in the statblock, with no reminder that "hey that's a reaction you can use it with your regular stuff".</p><p></p><p>So consider rethinking spell lists if your trying to be creative.</p><p></p><p></p><p>Just taking a look at your statblock, Heart of Ice....I like the flavor...but when I'm in combat I don't want to keep glancing over flavor text, I want my mechanics, and I want em now. So move that bit into your general flavor section, and leave Heart of Ice as pure mechanics (also just on a power nitpick.. I feel like any ability for a CR 20+ should be doing an average of 10 damage or more.....else its so piddly its barely worth the time to remember, so I would make Heart of Ice 2d10, and then readjust elsewhere if you need to).</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8292276, member: 5889"] I think the top two things: [LIST] [*]Lore: What is a party expected to know about this creature, assuming certain knowledges? [*]Combat: How does this creature fight (which should be factored into its CR). Does it run as soon as its hurt, fight to the death, put one creature unconscious and drag it away, etc. Of course the DM can always change the monster's behavior, but this is the standard behavior, and the CR should be based on that [/LIST] I will also say that I polled Enworld a while back about what monsters they found "hardest to run", and overwhelmingly it was spellcasters. The big list of spells is just not an efficient statblock when a DM is under pressure, trying to decide what to do. This is ESPECIALLY true with reaction type spells....I can't tell you how many times I forgot a shield spell or something because its just listed in the statblock, with no reminder that "hey that's a reaction you can use it with your regular stuff". So consider rethinking spell lists if your trying to be creative. Just taking a look at your statblock, Heart of Ice....I like the flavor...but when I'm in combat I don't want to keep glancing over flavor text, I want my mechanics, and I want em now. So move that bit into your general flavor section, and leave Heart of Ice as pure mechanics (also just on a power nitpick.. I feel like any ability for a CR 20+ should be doing an average of 10 damage or more.....else its so piddly its barely worth the time to remember, so I would make Heart of Ice 2d10, and then readjust elsewhere if you need to). [/QUOTE]
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