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Monsters with spell lists is not a good sign
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<blockquote data-quote="KidSnide" data-source="post: 5921620" data-attributes="member: 54710"><p>Monsters cast spells for two reasons: </p><p>(1) Monsters cast spells because they will attack PCs by casting spells at them (or otherwise use spells in combat).</p><p>(2) Monsters cast spells when the PCs aren't around because they are doing things in the world and spell casting is a part of that.</p><p></p><p>Type (1) spell casting should have enough information in the stat block so the DM can run the combat without having to look up the spell. Even if the caster is using a standard fireball, the stat block should include the range, area, damage and save info. Sure, there may be more information that is occasionally looked up, but the stat block just needs the info used in 95% of the combats that involve that monster.</p><p></p><p>Type (2) spell casting shouldn't be detailed in the stat block. It should be possible to give a monster the capabilities of a 9th level wizard without filling 5 pages of information. </p><p></p><p>So, for monsters with a couple magic combat tricks -- those should be written out in the spell book. They may also be traditional spells (designers shouldn't shy away from that when appropriate!), but only the combat info is needed.</p><p></p><p>For traditional spellcasters used in combat, the scenario designer needs to figure out what spells those casters are likely to cast over the 2-5 rounds they will be alive in combat and provide combat stats for those spells. A list of the remaining capabilities is enough. True spell casting supervillains might end up with a long stat-block, but that's fine. They are exceptional characters who may be fought multiple times and it's OK if their combat abilities are complicated. The game still needs to be able to concisely publish the stats of a human war wizard without making the character some kind of special "not really a wizard" wizard.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5921620, member: 54710"] Monsters cast spells for two reasons: (1) Monsters cast spells because they will attack PCs by casting spells at them (or otherwise use spells in combat). (2) Monsters cast spells when the PCs aren't around because they are doing things in the world and spell casting is a part of that. Type (1) spell casting should have enough information in the stat block so the DM can run the combat without having to look up the spell. Even if the caster is using a standard fireball, the stat block should include the range, area, damage and save info. Sure, there may be more information that is occasionally looked up, but the stat block just needs the info used in 95% of the combats that involve that monster. Type (2) spell casting shouldn't be detailed in the stat block. It should be possible to give a monster the capabilities of a 9th level wizard without filling 5 pages of information. So, for monsters with a couple magic combat tricks -- those should be written out in the spell book. They may also be traditional spells (designers shouldn't shy away from that when appropriate!), but only the combat info is needed. For traditional spellcasters used in combat, the scenario designer needs to figure out what spells those casters are likely to cast over the 2-5 rounds they will be alive in combat and provide combat stats for those spells. A list of the remaining capabilities is enough. True spell casting supervillains might end up with a long stat-block, but that's fine. They are exceptional characters who may be fought multiple times and it's OK if their combat abilities are complicated. The game still needs to be able to concisely publish the stats of a human war wizard without making the character some kind of special "not really a wizard" wizard. -KS [/QUOTE]
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Monsters with spell lists is not a good sign
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