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<blockquote data-quote="Quickleaf" data-source="post: 9447793" data-attributes="member: 20323"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f923.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":ROFLMAO:" title="ROFL :ROFLMAO:" data-smilie="18"data-shortname=":ROFLMAO:" /> I appreciate the sentiment of what you're saying. It's difficult to parse where the line here is between opinion and actual improvement, as there are definitely things that <em>are </em>improvements (CR/XP in the top line), and definitely things that are opinions, but there's a great deal of grey space. I'll try to offer clear succinct responses to your points...</p><p></p><p></p><p>I... does that come up much for you? I remember doing that back in AD&D where we'd compare ability scores themselves on rare occasion. But in modern D&D / 5e-alikes? I haven't seen other GMs do that and haven't done that myself. Could be I'm an outlier in that regard.</p><p></p><p></p><p>There are a TON of monsters (mostly constructs & undead) who basically justify an extra line in their stats for:</p><p></p><p><strong>Damage Immunities </strong>poison</p><p><strong>Condition Immunities </strong>exhaustion, poisoned</p><p></p><p>It seems like a no-brainer to condense that to one line for me, and I have no difficulty parsing the intent in the Skeleton case. Does condensing this to...</p><p></p><p><strong>Immunities </strong>poison(ed), exhaustion</p><p></p><p>...make it harder for you to parse what's going on?</p><p></p><p></p><p>Wellll... yes it will not work <em>all</em> the time... but two things.... (1) There are a lot of monsters where there's "close enough" between two attacks that combining makes sense (imo) to save space (e.g. bugbears, cambions, iron golems slam/sword, maaany bite/claw monsters, etc). (2) This isn't as uncommon as you're making it out to be. Here is a list of 2014 5e monsters I can quickly think of that would be candidates for a similar streamlining of various attacks... primarily humanoids...</p><ul> <li data-xf-list-type="ul">Ettin (battleaxe/morningstar)</li> <li data-xf-list-type="ul">Goblin (scimitar/shortsword)</li> <li data-xf-list-type="ul">Hobgoblin (longsword/longbow)</li> <li data-xf-list-type="ul">Kobold (dagger/sling)</li> <li data-xf-list-type="ul">Lizardfolk (bite/club/javelin/spiked shield)</li> <li data-xf-list-type="ul">Werewolf (bite/spear)</li> </ul><p></p><p></p><p>The Maneuver DC is cool.</p><p></p><p>This is getting into that grey area... because the Skeleton example is manageable enough that I can look at this and find what I need readily.... pretty much regardless of the layout / design choices.</p><p></p><p>The problem - for me - emerges when the designers get locked into this format for monsters of much higher complexity. That's when I notice - again, for me - the breakdown starting to happen. I have delays during play trying to visually track what I'm looking for due to clutter. I feel more mentally fatigued after running the big stat block monster in a fight.</p><p></p><p>I agree the goal isn't brevity for brevity's sake... but I just see the modern D&D design space repeating this format like it's a divine mandate... and - at least for me - it takes a willingness to radically redesign (and yes make mistakes along the way) to get to something better.</p><p></p><p>Ultimately - while discussing with simpler examples is helpful to establish baseline attitudes - my eye is on those 1/2 page, 3/4 page, and full-page monsters that are just... ugh, so awful for me to run.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9447793, member: 20323"] :ROFLMAO: I appreciate the sentiment of what you're saying. It's difficult to parse where the line here is between opinion and actual improvement, as there are definitely things that [I]are [/I]improvements (CR/XP in the top line), and definitely things that are opinions, but there's a great deal of grey space. I'll try to offer clear succinct responses to your points... I... does that come up much for you? I remember doing that back in AD&D where we'd compare ability scores themselves on rare occasion. But in modern D&D / 5e-alikes? I haven't seen other GMs do that and haven't done that myself. Could be I'm an outlier in that regard. There are a TON of monsters (mostly constructs & undead) who basically justify an extra line in their stats for: [B]Damage Immunities [/B]poison [B]Condition Immunities [/B]exhaustion, poisoned It seems like a no-brainer to condense that to one line for me, and I have no difficulty parsing the intent in the Skeleton case. Does condensing this to... [B]Immunities [/B]poison(ed), exhaustion ...make it harder for you to parse what's going on? Wellll... yes it will not work [I]all[/I] the time... but two things.... (1) There are a lot of monsters where there's "close enough" between two attacks that combining makes sense (imo) to save space (e.g. bugbears, cambions, iron golems slam/sword, maaany bite/claw monsters, etc). (2) This isn't as uncommon as you're making it out to be. Here is a list of 2014 5e monsters I can quickly think of that would be candidates for a similar streamlining of various attacks... primarily humanoids... [LIST] [*]Ettin (battleaxe/morningstar) [*]Goblin (scimitar/shortsword) [*]Hobgoblin (longsword/longbow) [*]Kobold (dagger/sling) [*]Lizardfolk (bite/club/javelin/spiked shield) [*]Werewolf (bite/spear) [/LIST] The Maneuver DC is cool. This is getting into that grey area... because the Skeleton example is manageable enough that I can look at this and find what I need readily.... pretty much regardless of the layout / design choices. The problem - for me - emerges when the designers get locked into this format for monsters of much higher complexity. That's when I notice - again, for me - the breakdown starting to happen. I have delays during play trying to visually track what I'm looking for due to clutter. I feel more mentally fatigued after running the big stat block monster in a fight. I agree the goal isn't brevity for brevity's sake... but I just see the modern D&D design space repeating this format like it's a divine mandate... and - at least for me - it takes a willingness to radically redesign (and yes make mistakes along the way) to get to something better. Ultimately - while discussing with simpler examples is helpful to establish baseline attitudes - my eye is on those 1/2 page, 3/4 page, and full-page monsters that are just... ugh, so awful for me to run. [/QUOTE]
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