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Playtest This: Red Dragon
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<blockquote data-quote="MortalPlague" data-source="post: 6015647" data-attributes="member: 62721"><p>Maybe there is. If there's a good way to do it, I'd love to see it. Simplicity is good, after all.</p><p></p><p>I'm trying to use the same style of language the 5th Edition playtest bestiary uses. By design, it winds up being a touch longer.</p><p></p><p>Or are you talking about how complex the dragon is?</p><p></p><p></p><p></p><p></p><p>I'm focused mostly on the combat stat block for the purposes of this exercise. I want to build a dragon who, when the party arrives at its lair with the intent of slaying it, will give them one hell of a fight. I want the adventurers to have to claim a victory, rather than have it handed to them.</p><p></p><p>If you wanted to sneak the hoard from its lair (or more likely, filch a few choice trinkets from its hoard), you'd use skills. With the dragon asleep, you'd likely be rolling a stealth check to slip in, searching for the pieces you came for (or the items of highest value), then rolling stealth once more to escape undetected. The dragon has stats, so he'd have a +2 to spot checks from his wisdom; it would be a contest against his spot check to avoid waking the dragon.</p><p></p><p>Bargaining for a princess would be a roleplay encounter. The DM would need to decide what sort of personality his red dragon has, what the dragon's name is, whether he's bargaining in good faith or he's already eaten the princess, etc. The DM would also need to decide what sort of trade the dragon would find favorable, and ask for skill checks where he felt they would be necessary.</p><p></p><p>A combat stat block isn't going to dictate all of these things. And that's all I'm putting together here.</p></blockquote><p></p>
[QUOTE="MortalPlague, post: 6015647, member: 62721"] Maybe there is. If there's a good way to do it, I'd love to see it. Simplicity is good, after all. I'm trying to use the same style of language the 5th Edition playtest bestiary uses. By design, it winds up being a touch longer. Or are you talking about how complex the dragon is? I'm focused mostly on the combat stat block for the purposes of this exercise. I want to build a dragon who, when the party arrives at its lair with the intent of slaying it, will give them one hell of a fight. I want the adventurers to have to claim a victory, rather than have it handed to them. If you wanted to sneak the hoard from its lair (or more likely, filch a few choice trinkets from its hoard), you'd use skills. With the dragon asleep, you'd likely be rolling a stealth check to slip in, searching for the pieces you came for (or the items of highest value), then rolling stealth once more to escape undetected. The dragon has stats, so he'd have a +2 to spot checks from his wisdom; it would be a contest against his spot check to avoid waking the dragon. Bargaining for a princess would be a roleplay encounter. The DM would need to decide what sort of personality his red dragon has, what the dragon's name is, whether he's bargaining in good faith or he's already eaten the princess, etc. The DM would also need to decide what sort of trade the dragon would find favorable, and ask for skill checks where he felt they would be necessary. A combat stat block isn't going to dictate all of these things. And that's all I'm putting together here. [/QUOTE]
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