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My C&C campaign is kicking some major butt
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<blockquote data-quote="Mythmere1" data-source="post: 2106372" data-attributes="member: 26563"><p>At the bottom is a full entry, which as you can see, doesn't look TOO terribly different from 3E stats. The simplicity comes from the fact that when you're at the table you know a great deal of relevant info about the monster just from its hit dice. When you've got the HD in your notes, that tells you the attack bonus and the saving throw numbers (to do the saves you also have to know if the "prime stats" are P, M, or both). So my stat blocks usually have AC, HD, move (b/c we use minis in our game - some C&Cers don't), plus notes on whatever special abilities. Noting special abilities is about the same as 3E, but reduced somewhat in complexity because the saving throw a monster's abilities require is also determined by HD. Much of the simplicity, other than having lots of mechanics stem from HD, also comes from the fact that anything ELSE is just a special ability. You don't have to check under skills, feats, special attacks, and special defenses when you're figuring out what the monster does in its next turn. You can sort of see the monster's "whizz-bang" capabilities all together. This monster's not a great example, since it has only one.</p><p></p><p>I think of the monsters as "cardboard" compared to the 3E monsters: they don't follow the same rules as characters. They're a prop for the DM, not an intergral part of the system.</p><p></p><p>The monster below is one I made: you can see that it breaks lots of 3E rules to achieve a certain effect - you'd need to make some decisions in 3E about a construct that's specifically animated by an undead spirit: treat like one, the other, or both. In C&C, it's a lot less jarring than in 3E to just say that the undead spirit is immune to turning effects, although you could do it in 3E, obviously. </p><p></p><p>Makina (plural Makinoi)</p><p>Size: M</p><p>HD: 4d12 (avg 26)</p><p>Move: 30 ft.</p><p>AC: 20</p><p>Attacks: two weapons (by weapon) or 2 fists (1d6)</p><p>Special: Immune to all spells except force spells</p><p>Saves: P</p><p>Int: Non</p><p>Alignment: Neutral</p><p>Type: Construct</p><p>Treasure: None</p><p>XP: 140+4 (avg. 244 total)</p><p></p><p>Makinoi are suits of armor animated from within by a trapped spirit. They are used in the armies or bodyguards of evil wizards or clerics willing to enslave a soul to the task of inhabiting the armor. When a Makina is destroyed, its armor falls in useless pieces to the ground, and the trapped soul escapes. It cannot be turned as undead.</p></blockquote><p></p>
[QUOTE="Mythmere1, post: 2106372, member: 26563"] At the bottom is a full entry, which as you can see, doesn't look TOO terribly different from 3E stats. The simplicity comes from the fact that when you're at the table you know a great deal of relevant info about the monster just from its hit dice. When you've got the HD in your notes, that tells you the attack bonus and the saving throw numbers (to do the saves you also have to know if the "prime stats" are P, M, or both). So my stat blocks usually have AC, HD, move (b/c we use minis in our game - some C&Cers don't), plus notes on whatever special abilities. Noting special abilities is about the same as 3E, but reduced somewhat in complexity because the saving throw a monster's abilities require is also determined by HD. Much of the simplicity, other than having lots of mechanics stem from HD, also comes from the fact that anything ELSE is just a special ability. You don't have to check under skills, feats, special attacks, and special defenses when you're figuring out what the monster does in its next turn. You can sort of see the monster's "whizz-bang" capabilities all together. This monster's not a great example, since it has only one. I think of the monsters as "cardboard" compared to the 3E monsters: they don't follow the same rules as characters. They're a prop for the DM, not an intergral part of the system. The monster below is one I made: you can see that it breaks lots of 3E rules to achieve a certain effect - you'd need to make some decisions in 3E about a construct that's specifically animated by an undead spirit: treat like one, the other, or both. In C&C, it's a lot less jarring than in 3E to just say that the undead spirit is immune to turning effects, although you could do it in 3E, obviously. Makina (plural Makinoi) Size: M HD: 4d12 (avg 26) Move: 30 ft. AC: 20 Attacks: two weapons (by weapon) or 2 fists (1d6) Special: Immune to all spells except force spells Saves: P Int: Non Alignment: Neutral Type: Construct Treasure: None XP: 140+4 (avg. 244 total) Makinoi are suits of armor animated from within by a trapped spirit. They are used in the armies or bodyguards of evil wizards or clerics willing to enslave a soul to the task of inhabiting the armor. When a Makina is destroyed, its armor falls in useless pieces to the ground, and the trapped soul escapes. It cannot be turned as undead. [/QUOTE]
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