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General Tabletop Discussion
*Pathfinder & Starfinder
Playstyle/Edition neutrality: Modules in Monster Stat Blocks
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<blockquote data-quote="Minigiant" data-source="post: 5965258" data-attributes="member: 63508"><p>Every group/DM have their own preferences of how the way they want to play and run their encounters. Unfortunately, all these styles cannot fit into a monster entry so any DM who wishes to deviate from the norm has to convert the monster entries of the Monster Manual to whatever kind of monster that matches their preferred playstyle, favorite edition, or special need.</p><p></p><p>What if this was not true?</p><p>[code]</p><p>[B]Drow</p><p>Neutral Evil Medium Humanoid</p><p>Level 1 Warrio[/B]r</p><p>---</p><p>STAT BLOCK</p><p>---</p><p></p><p>[COLOR=Red][B]HP Module[/B][/COLOR]</p><p>Normal: 9</p><p>Gritty: 6</p><p>Heroic: 14</p><p></p><p>[COLOR=Lime][B]Drow Poison[/B][/COLOR]</p><p>Whenever a is struck by the drow's poisoned weapon, they must succeed a DC 13 Constitution Saving throw or be poisoned.</p><p>[B]Normal[/B]: Fall unconscious</p><p>[B]Serious[/B]: 1d6 poison damage and fall unconscious</p><p>[B]Light:[/B] Disadvantaged on Str checks and make a secondary save on their turn. [I]Second Failed Saving throw[/I]- Fall unconscious. </p><p></p><p>[B][COLOR=DarkOrange]Magic Rating[/COLOR][/B]</p><p>Drow in high fantasy settings are common magic item carriers. Even in low magic settings, experienced drow of at least 6 levels are often found with at least one magic item.</p><p>[B]+1 rapier</p><p>Melee attack[/B] +4 (1d6+2 piercing)</p><p>[B]Spider rod</p><p>Melee attack[/B] +2 (1d6 bludgeoning) Spider allies withing 30 feet of you have advantage on melee attacks</p><p>[B]Shadow leather</p><p>AC: 14[/B] </p><p>Advantage with using Stealth in shadows</p><p></p><p>[COLOR=Yellow][B]Tactical Module[/B][/COLOR]</p><p>[B]Darkfire[/B]- Blah blah DC 14 Dexterity saving throw or attack against the target are at an advantage and the target cannot become invisible for 5 minutes. The drow can only perform this once per short rest. </p><p>[B]Blade Mastery[/B]- Blah blah extra attack blah once per short rest. </p><p></p><p>[COLOR=Plum][B]Skills:[/B][/COLOR]</p><p>Stealth +3, Intimidate +3, Dungeoneering +3</p><p>[COLOR=Pink]</p><p>[B]Roles Module[/B][/COLOR] </p><p>[B]Lurker:[/B] Combat advantage (see page XYZ for details)</p><p>[B]Artillery[/B]: Rapid Shoot (see page XYZ for details)</p><p>[B]Controller:[/B] Ray of frost at-will</p><p></p><p>FLUFF</p><p>FLUFF</p><p>FLUFF[/code]This way if the DM want to play a tactics heavy heroic game, the info for heroic HP and the tactical module is right there. A fan of gritty games with tons of magic items has sample items and their effects and gritty HP. A DM who want a drow wizard with his bodyguard can use 4 gritty drow and a heroic drow controller.</p><p></p><p>The only issue is the book space that will be eaten up.</p><p>But colors. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Minigiant, post: 5965258, member: 63508"] Every group/DM have their own preferences of how the way they want to play and run their encounters. Unfortunately, all these styles cannot fit into a monster entry so any DM who wishes to deviate from the norm has to convert the monster entries of the Monster Manual to whatever kind of monster that matches their preferred playstyle, favorite edition, or special need. What if this was not true? [code] [B]Drow Neutral Evil Medium Humanoid Level 1 Warrio[/B]r --- STAT BLOCK --- [COLOR=Red][B]HP Module[/B][/COLOR] Normal: 9 Gritty: 6 Heroic: 14 [COLOR=Lime][B]Drow Poison[/B][/COLOR] Whenever a is struck by the drow's poisoned weapon, they must succeed a DC 13 Constitution Saving throw or be poisoned. [B]Normal[/B]: Fall unconscious [B]Serious[/B]: 1d6 poison damage and fall unconscious [B]Light:[/B] Disadvantaged on Str checks and make a secondary save on their turn. [I]Second Failed Saving throw[/I]- Fall unconscious. [B][COLOR=DarkOrange]Magic Rating[/COLOR][/B] Drow in high fantasy settings are common magic item carriers. Even in low magic settings, experienced drow of at least 6 levels are often found with at least one magic item. [B]+1 rapier Melee attack[/B] +4 (1d6+2 piercing) [B]Spider rod Melee attack[/B] +2 (1d6 bludgeoning) Spider allies withing 30 feet of you have advantage on melee attacks [B]Shadow leather AC: 14[/B] Advantage with using Stealth in shadows [COLOR=Yellow][B]Tactical Module[/B][/COLOR] [B]Darkfire[/B]- Blah blah DC 14 Dexterity saving throw or attack against the target are at an advantage and the target cannot become invisible for 5 minutes. The drow can only perform this once per short rest. [B]Blade Mastery[/B]- Blah blah extra attack blah once per short rest. [COLOR=Plum][B]Skills:[/B][/COLOR] Stealth +3, Intimidate +3, Dungeoneering +3 [COLOR=Pink] [B]Roles Module[/B][/COLOR] [B]Lurker:[/B] Combat advantage (see page XYZ for details) [B]Artillery[/B]: Rapid Shoot (see page XYZ for details) [B]Controller:[/B] Ray of frost at-will FLUFF FLUFF FLUFF[/code]This way if the DM want to play a tactics heavy heroic game, the info for heroic HP and the tactical module is right there. A fan of gritty games with tons of magic items has sample items and their effects and gritty HP. A DM who want a drow wizard with his bodyguard can use 4 gritty drow and a heroic drow controller. The only issue is the book space that will be eaten up. But colors. :cool: [/QUOTE]
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Playstyle/Edition neutrality: Modules in Monster Stat Blocks
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