dave2008
Legend
That was why I said CR =/= level. Again I am confused about your point, but I probably just jumped in to the conversation to late.Humaniods get to double digit HD and caster levels fast and at low CR.
That was why I said CR =/= level. Again I am confused about your point, but I probably just jumped in to the conversation to late.Humaniods get to double digit HD and caster levels fast and at low CR.
Yeah.That was why I said CR =/= level. Again I am confused about your point, but I probably just jumped in to the conversation to late.
The Albino Dwarf Spirit Warrior has a CR of 1 and an apparent class level of around 4.Look at the CR.
Humaniods have HD around double their HD/level.
A CR 3 ranger enemy could easily have 10-15 HD and be a 5th-7th level caster.
An Enemy ranger NPC will have 4/3/3/2 slots by the time the PCs get Extra attack.
Even if a ranger NPC had mostly utilty spells and only 1 combat spell per spell level, you'd have tons of slots to burn on them. That's why NPC design can't match PC design in 5e.
See BG2: Throne of Bhaal.You started seeing that trend even before 3e.
I would say "seen as useless as players". As a DM, I frequently see points where augury could save the party a whole lot of time and effort. "Turn left?"the spell augury is often nigh-useless
yeah I have this thing that I like that idea of adventurers ALL pick up little things here and there to be better at level 10 then they were at level 1.This is why I liked the 4e approach to skills. The half-level bonus applying to everything means that yes, your "clanker" Paladin (as a rogue-favoring friend of mine says) does actually get better at sneaking, so against weak or particularly unobservant foes she actually CAN learn to sneak around. And then Training is a solid, respectable +5.
as long as it is still worse then the others the idea being you pick up a lot of little things. I think the 'everything gets 1/2 level' was a bit much but if trained got 1/2 level or 1/3 level while untrained got 1/5 level (or the +1 at the cantrip level ups of 5,11,17)I'm not sure I understand why it is desirable to have characters get better at everything, even if it is not their forte.
I have to admit that this thread has become somewhat eye opening for me. As I mentioned, in my last session I used one of these Deathlock Masterminds in the encounter. Now, a bit of background - the party has entered the Shadowfell to follow a quest for one of the PC's and have come to the attention of Vecna (I won't bore you with the details) who is very interested in capturing said PC. So, since the Deathlock got away, I figured I'd use him to taunt/talk to/expository infodump on the party during their next long rest.
I wanted to have some way for the baddy to communicate with the party without actually being right there and getting pretty much instantly killed. So, the first thing I did was look at the stat block. It's a caster, after all, so, does it have something like Message, or whatnot? Nope. Hrm, nothing in the statblock is going to help me. Darn, guess I'll have to change my plans.
But, wait. Isn't a lot easier to just not worry about the stat block? The Deathlock Mastermind animates some small animal, sends it into the party and talks through it. Poof, problem solved. How does he do it? No idea. Don't know, and, really, really don't care. Why should I rewrite my adventure just so some stat block isn't changed?
It's funny though. In the past, I absolutely would have done that. The game says that the monster can't do X, so, it can't do X. Now? Yeah, rulings over rules baby. Full DM power ahead. I don't have to restrict myself to the stat block. Poof, instant change, and my fun idea is full steam ahead.
To me, THAT'S the liberating point about truncated stat blocks. Making that absolutely clear to DM's that the stat block is just meant for combat. All the other stuff? That's what those paragraphs of information written in nice descriptive text is for.
I agree with the point made way, way back that the 2e monster write ups were fantastic. Very evocative. Lots of information. But the stat blocks? Hell, the 2e stat blocks didn't even tell me what the stats of the monster were. Nothing in the game had a Dex score unless it was a PC. And that didn't ever seem to matter too much. So, again, if the baseline is a combat of 3-5 rounds, why does a monster stat block (not the monster itself, that's a different story, but, just the stat block) need more than 5 discrete actions?
I'm not sure if you are jokeing but I have seen it...Ah, but static DCs is how you get every door being adamantine with a mastercraft artisanal locks in every city by level 10.
yeah a big pet peeve I have is that we have non combat things listed under action I want them spelled out but in an out of combat sectionI don't know that that is what they are doing here.
CR 26 Vecna has prestidigitation, mage hand, and 1 action scrying. The scrying is quick enough to be used in a combat, but I am not sure that is something that will ever be used in the middle of a combat.
These seem more like things for a wizard NPC to use in a noncombat encounter (the cantrips) to show he is a wizard with casual narrative magical effects, or to give him narrative excuses to know what the PCs are up to (the scrying).
The statblock is mostly combat oriented, but there are non-combat elements there as well.
This is a fair criticism, but it falls prey to a weakness of its own: players often struggle to know what the real utility of such things might be. That is, because augury may be excellent at one table (which is generally the direction I personally would lean as DM, I want my players feeling awesome when they try something unexpected or exploit an interaction), totally useless at another (and not just because "bad DM is bad" either: feeling it's "cheap" or "too easy," or fearing the story will lose its interest and momentum without it), and unreliable in the middle (which is, for many players, equivalent to it being useless: if it may lead you astray 20% of the time, risk aversion will make every answer too risky to heed.)See BG2: Throne of Bhaal.
I would say "seen as useless as players". As a DM, I frequently see points where augury could save the party a whole lot of time and effort. "Turn left?"