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[MONSTERS] Design Discussion and Preview
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<blockquote data-quote="Alzrius" data-source="post: 5057233" data-attributes="member: 8461"><p>I've been meaning to comment on this for a while, but only found the time to post on it just now. These are my thoughts on GlassJaw's initial post.</p><p></p><p></p><p></p><p>Yes, please. I can't tell you how many times I've seen creatures with a regeneration value listed, and then no entry detailing what overcomes it. Somebody should have started putting the attack types that overcome regeneration right into the stat block a long time ago.</p><p></p><p></p><p></p><p>I like this ability modifier/average/good skill breakdown a lot. That said, I think that it's only half of the equation (albeit the more important half).</p><p></p><p>In addition to listing the values of skill bonuses, I'd also like there to be some sort of matrix on quickly assigning how many average/good skills a given creature is likely to have. I'm guessing this would give each monster X number of good skills, with a notation that an average skill is worth two good skills, and the bonuses are shown on the table that each monster has. That way, I can quickly pull-and-plug a given set of skill modifiers in with a set number of skills, and the work is done. </p><p></p><p>For example, in the sample stat blocks PDF, we're given the average and good skill bonuses for a pit fiend. Ideally, there'd be a listing saying that a pit fiend gets thirteen good skills (or two average skills per good skill given up), so I can just plug in the listed average/good skill breakdowns listed for the pit fiend.</p><p></p><p></p><p></p><p>You're going to have a problem with this, since size is different depending on what you apply the modifier to. It's one value for attack/AC, another value for Stealth, and another for CMB/CMD (as listed in <em>Trailblazer</em>, though that's a combined value).</p><p></p><p>I'm not sure how you could make the size modifier both conspicuous and easy to remember.</p><p></p><p></p><p></p><p>Also a great idea, though I think you'd need to reprint <em>Trailblazer</em>'s section on giving monsters class features right next to this, so that between that and quick templates you'd have maximum customization with minimum work.</p><p></p><p>I also think that while none of the quick templates change CR by themselves, if a DM multi-stacks them (either several templates, or the same one several times) that will change the CR, so maybe there should be some sort of fractional CR value?</p><p></p><p></p><p></p><p>Please do this! These two things would never be enough to warrant their own book, and they both need an overhaul quite badly.</p><p></p><p>Trap stat blocks are a mess. The information itself is fine, but the way it's presented leaves a lot to be desired, particularly in terms of CR construction (and, though I doubt anyone cares, in the skill check to create a trap). Likewise, not withstanding <em>Unearthed Arcana</em>'s <a href="http://www.d20srd.org/srd/variant/buildingCharacters/complexSkillChecks.htm" target="_blank">complex skill check</a> rules, skill challenges have been totally ignored. I'd really love to see what you guys can do with these.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 5057233, member: 8461"] I've been meaning to comment on this for a while, but only found the time to post on it just now. These are my thoughts on GlassJaw's initial post. Yes, please. I can't tell you how many times I've seen creatures with a regeneration value listed, and then no entry detailing what overcomes it. Somebody should have started putting the attack types that overcome regeneration right into the stat block a long time ago. I like this ability modifier/average/good skill breakdown a lot. That said, I think that it's only half of the equation (albeit the more important half). In addition to listing the values of skill bonuses, I'd also like there to be some sort of matrix on quickly assigning how many average/good skills a given creature is likely to have. I'm guessing this would give each monster X number of good skills, with a notation that an average skill is worth two good skills, and the bonuses are shown on the table that each monster has. That way, I can quickly pull-and-plug a given set of skill modifiers in with a set number of skills, and the work is done. For example, in the sample stat blocks PDF, we're given the average and good skill bonuses for a pit fiend. Ideally, there'd be a listing saying that a pit fiend gets thirteen good skills (or two average skills per good skill given up), so I can just plug in the listed average/good skill breakdowns listed for the pit fiend. You're going to have a problem with this, since size is different depending on what you apply the modifier to. It's one value for attack/AC, another value for Stealth, and another for CMB/CMD (as listed in [i]Trailblazer[/i], though that's a combined value). I'm not sure how you could make the size modifier both conspicuous and easy to remember. Also a great idea, though I think you'd need to reprint [i]Trailblazer[/i]'s section on giving monsters class features right next to this, so that between that and quick templates you'd have maximum customization with minimum work. I also think that while none of the quick templates change CR by themselves, if a DM multi-stacks them (either several templates, or the same one several times) that will change the CR, so maybe there should be some sort of fractional CR value? Please do this! These two things would never be enough to warrant their own book, and they both need an overhaul quite badly. Trap stat blocks are a mess. The information itself is fine, but the way it's presented leaves a lot to be desired, particularly in terms of CR construction (and, though I doubt anyone cares, in the skill check to create a trap). Likewise, not withstanding [i]Unearthed Arcana[/i]'s [url=http://www.d20srd.org/srd/variant/buildingCharacters/complexSkillChecks.htm]complex skill check[/url] rules, skill challenges have been totally ignored. I'd really love to see what you guys can do with these. [/QUOTE]
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