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D&D 5E Please Put Spell Blocks in all Modules

Do note the last line of the post from Mr. Wright I was quoting from: "[...]1 or 2 lines that answers any and all questions about them that will arise in combat[...]"
The one minute casting time wasn't so much meant as a description as it was a note that it is not, indeed, a combat spell.
The same really applies to Teleport. The only use within an adventure that a creature is likely to use the spell is when it has a 100% chance to go where it wants. Which is when it is teleporting to a teleportation circle whose sigil sequence it knows, or when it has an associated object.

Besides, isn't requiring spell descriptions to fit on one line a little much when a normal weapon attack takes two (at least in the starter set)?
 

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Do note the last line of the post from Mr. Wright I was quoting from: "[...]1 or 2 lines that answers any and all questions about them that will arise in combat[...]"
The one minute casting time wasn't so much meant as a description as it was a note that it is not, indeed, a combat spell.
The same really applies to Teleport. The only use within an adventure that a creature is likely to use the spell is when it has a 100% chance to go where it wants. Which is when it is teleporting to a teleportation circle whose sigil sequence it knows, or when it has an associated object.

Besides, isn't requiring spell descriptions to fit on one line a little much when a normal weapon attack takes two (at least in the starter set)?
Fair enough about combat parts of spells. I think that when they start putting in these descriptions, they will catch no end of crap for putting in too much information, not enough information, leaving out important parts. Adding to that they would be adding this information in at the expense of other content in the adventures. They would be in a no win situation.

As for weapons, I think what happened is that the designers considered creature weapon attacks to be in the same category as creatures non-weapon attacks which are listed because they are unique. In other words, a bite is spelled out, so why not a short sword? There are usually 1 to 2 weapon attacks per creature instead of lots of spells for a spellcaster. A mundane weapon attack can be completely described within 2 lines whereas almost all spells cannot.

In the starter set space was even more cramped than normal. All of the spells in the starter set can be copied and pasted and printed from the Basic PHB. The printout can then be inserted into the adventure booklet.
 

Example of a creative spell block.

Teleport - If the wizard is reduced to 40 hit points or less, he teleports to encounter area 15.

Spell blocks can be used to help tell the story.
 

I'm already using 1 and 2 line spell blocks in my game and it is working great. I'm giving you adventure makers some advice that will really increase the sales of your games.

Old modules had very quick monster stat blocks that often described their weapons and spells in the same blocks in the encounter description.

http://kira3696.tripod.com
 

Example of a creative spell block.

Teleport - If the wizard is reduced to 40 hit points or less, he teleports to encounter area 15.

Spell blocks can be used to help tell the story.
Although something like that might be used in the encounter description since tactics will often be location specific. The end of the creature stat block would also be a good place for that (the spot where it describes a creature after all the actions and reactions are done).
 

I'm already using 1 and 2 line spell blocks in my game and it is working great. I'm giving you adventure makers some advice that will really increase the sales of your games.

Old modules had very quick monster stat blocks that often described their weapons and spells in the same blocks in the encounter description.

http://kira3696.tripod.com
Were those old modules in 4e or an older version? Which module has that? I would like to take a look.
 

Fair enough about combat parts of spells. I think that when they start putting in these descriptions, they will catch no end of crap for putting in too much information, not enough information, leaving out important parts. Adding to that they would be adding this information in at the expense of other content in the adventures. They would be in a no win situation.

As for weapons, I think what happened is that the designers considered creature weapon attacks to be in the same category as creatures non-weapon attacks which are listed because they are unique. In other words, a bite is spelled out, so why not a short sword? There are usually 1 to 2 weapon attacks per creature instead of lots of spells for a spellcaster. A mundane weapon attack can be completely described within 2 lines whereas almost all spells cannot.

In the starter set space was even more cramped than normal. All of the spells in the starter set can be copied and pasted and printed from the Basic PHB. The printout can then be inserted into the adventure booklet.

The problem I have with this argument is you've never explained why you think adding a couple of lines of combat text for the creature's combat spells will effect any other part of the adventure. I may have missed it, but I don't recall WotC saying that anywhere. Same for them "catch[ing] no end of crap for putting in too much information." Where are you getting that? Too much crap from who? And why would anyone give crap for putting in enough information so you don't have to consult another book?
 

The problem I have with this argument is you've never explained why you think adding a couple of lines of combat text for the creature's combat spells will effect any other part of the adventure. I may have missed it, but I don't recall WotC saying that anywhere. Same for them "catch[ing] no end of crap for putting in too much information." Where are you getting that? Too much crap from who? And why would anyone give crap for putting in enough information so you don't have to consult another book?
Yeah, I get that this thread has turned into tl;dr.
I addressed it in the first block and the last block of my reply to you here:
http://www.enworld.org/forum/showth...-all-Modules&p=6376666&viewfull=1#post6376666
and again in the second to last paragraph of my reply to you here:
http://www.enworld.org/forum/showth...-all-Modules&p=6378818&viewfull=1#post6378818

I get that they were long comments, but you had a lot of good opinions to discuss.

The short version is that using HotDQ as an example, if every spell was expanded to two line descriptions, it would take up almost two pages. WotC would either have to cut 2% of the content to make room for that or increase the page count by 32, an increase of 33%.
 

Were those old modules in 4e or an older version? Which module has that? I would like to take a look.

Vault of the Drow by Gygax. He goes into detail, not only in the monster encounter section, but in the monster descriptions and in many encounters. Example. Kuo-Toa even have details for how different spells affect them.
 

It's 2014. It's time to embrace technology.

In the print version of an adventure, print the base NPC. List all of the spells they have access to (wizard NPCs may have more spells in their book than they commit to memory at the beginning of the day). List how many spells they can learn for the day. List how many slots they have for each level.

THEN

In a web enhancement (that is offered for free download to all) reprint the spellcasting NPCs in the adventure, only this time stat them up as follows...
1. List a normal selection of spells chosen for the day.
2. Pre-cast any of those spells that the NPC would usually have precast AND INDICATE THIS IN THE STATBLOCK. This includes things like spells the NPC has in a spellbook but doesn't memorize for the day...but casts as a ritual at the beginning of the day. List all of these ongoing effects in a section called ONGOING SPELLS so they can be dispelled later.
3. With the remaining spells, include a summary table for ranges, saves, damage as mentioned by posters above. For spells that really need reading for details (like illusions or prismatics) include a See PHB p.237 reference.
4. Suggest spell tactics for newer GMs. For example "Bob the necromancer usually leads off a battle by casting invisibility. He follows this up by using his actions to enhance the power of his minions or create obstacles for the PCs while trying to stay hidden. If a PC dies Bob will use that opportunity to cast Raise Dead on them. If he cannot stay hidden or his minions or all destroyed Bob will use his damaging spells in an effort to escape and attack again later with a new undead force".

AND FINALLY

5. If you offer your adventure electronically instead of just print, put the detailed NPC writeup directly in the adventure.
 

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