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<blockquote data-quote="Thomas Shey" data-source="post: 9348695" data-attributes="member: 7026617"><p>I think part of this is, again, you're using "stat block" really oddly. Things like movement and stealthy will absolutely be expressed in most stat blocks formats I've ever seen, as will size, speed and mode of movement. Sensory capability will too to the extent its liable to be relevant during the actual combat portion of encountering them (i.e. mostly things that deal with lighting/concealment issues). Same for anything having to do with natural armor. Most of that's pretty much basic elements of defining the animal. Its not what I think of as special abilities in the sense its usually used (other than maybe some of the sensory things or venom).</p><p></p><p></p><p></p><p>The problem is your phrasing makes a lot of assumptions about progression that aren't true of every game. A starting RQ or Fantasy Hero character cares about a bear, but so does an advanced one. Leaving behind caring about a creature that's a serious threat to humans just isn't something that usually happens in those. That tends to be a thing that's an artifact of zero to hero games (in a few cases in some games a PC probably doesn't care about them in the first place, but either way its not a beginner/advanced dichotomy).</p><p></p><p></p><p></p><p>The problem is that in the games I'm talking about, you run into opponents with gimmicks early and late, and creatures that don't have them early and late. Same with humanlike opponents.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9348695, member: 7026617"] I think part of this is, again, you're using "stat block" really oddly. Things like movement and stealthy will absolutely be expressed in most stat blocks formats I've ever seen, as will size, speed and mode of movement. Sensory capability will too to the extent its liable to be relevant during the actual combat portion of encountering them (i.e. mostly things that deal with lighting/concealment issues). Same for anything having to do with natural armor. Most of that's pretty much basic elements of defining the animal. Its not what I think of as special abilities in the sense its usually used (other than maybe some of the sensory things or venom). The problem is your phrasing makes a lot of assumptions about progression that aren't true of every game. A starting RQ or Fantasy Hero character cares about a bear, but so does an advanced one. Leaving behind caring about a creature that's a serious threat to humans just isn't something that usually happens in those. That tends to be a thing that's an artifact of zero to hero games (in a few cases in some games a PC probably doesn't care about them in the first place, but either way its not a beginner/advanced dichotomy). The problem is that in the games I'm talking about, you run into opponents with gimmicks early and late, and creatures that don't have them early and late. Same with humanlike opponents. [/QUOTE]
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