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General Tabletop Discussion
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New Spellcasting Blocks for Monsters --- Why?!
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<blockquote data-quote="Hussar" data-source="post: 8667773" data-attributes="member: 22779"><p>I don't think this was me, but, then again, I say a lot of things, so it's entirely possible. Although I think probably the context was more a comment that most of the skill checks in D&D are basically the "roll high" system with skill checks being largely 100% arbitrarily decided by the DM based on whatever the DM feels is "appropriate". </p><p></p><p>But, in any case, there's a difference between disagreeing with you and "not getting it". I do get it. I really do. I understand why people insist on making the stat blocks inviolate and insisting that you must never change anything. My point is that unless it's been established in the game, you can't really argue that you're changing anything. That warlock HAS those abilities potentially. But, since they're likely not going to impact most encounters, they get left off. I am not changing anything.</p><p></p><p>Or, to put it another way, would it be acceptable to leave blank spaces on the stat block that say something to the effect of, "Insert ability here when needed"? </p><p></p><p>See, to me, the stat blocks are not rules at all. They're simply short hand for what I can use in the game. They're not rules in the sense that I'm somehow cheating if I change the stat blocks. I am SUPPOSED to change stat blocks. It's expected. Heck, I use random HP rolls that are generated when I put the monster in the Combat Tracker in Fantasy Grounds. I honestly do not know how many HP any of my NPC's have until initiative is rolled.</p><p></p><p>Does that mean I'm fudging? Note, my players absolutely know this to be true since it applies to all NPC's - friendly or not. So, when they summon something, every single summoning will have different HP, every single time. Am I fudging or not?</p></blockquote><p></p>
[QUOTE="Hussar, post: 8667773, member: 22779"] I don't think this was me, but, then again, I say a lot of things, so it's entirely possible. Although I think probably the context was more a comment that most of the skill checks in D&D are basically the "roll high" system with skill checks being largely 100% arbitrarily decided by the DM based on whatever the DM feels is "appropriate". But, in any case, there's a difference between disagreeing with you and "not getting it". I do get it. I really do. I understand why people insist on making the stat blocks inviolate and insisting that you must never change anything. My point is that unless it's been established in the game, you can't really argue that you're changing anything. That warlock HAS those abilities potentially. But, since they're likely not going to impact most encounters, they get left off. I am not changing anything. Or, to put it another way, would it be acceptable to leave blank spaces on the stat block that say something to the effect of, "Insert ability here when needed"? See, to me, the stat blocks are not rules at all. They're simply short hand for what I can use in the game. They're not rules in the sense that I'm somehow cheating if I change the stat blocks. I am SUPPOSED to change stat blocks. It's expected. Heck, I use random HP rolls that are generated when I put the monster in the Combat Tracker in Fantasy Grounds. I honestly do not know how many HP any of my NPC's have until initiative is rolled. Does that mean I'm fudging? Note, my players absolutely know this to be true since it applies to all NPC's - friendly or not. So, when they summon something, every single summoning will have different HP, every single time. Am I fudging or not? [/QUOTE]
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