Stat Blocks

Zoombaba

First Post
So, I'm going to be running a D&D game soon, and are writing up some encounters. I'm trying to get my stat blocks down to the bare minimum, with also being user-friendly to help run the encounters smoothly. For example, in my stat block, I'm using little boxes to represent hit points, so I can just tick them off as the monster gets hit.

Does anyone have special way they handle stat blocks to help them run encounters?

I cross-posted this on RPGnet, but figured this is probably a better venue for this question.
 

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I pretty much hate every statblock layout I've ever seen. I understand the need for cramped strings of text in print products, but when it comes to websites and PDFs, there's really no excuse for that kind of thing.

I'm experimenting with extremely simple, disposable monster character sheets, at the moment. They're really only intended for my use, so I dunno if they'll make much sense to anybody else. I've got Hit Point boxes to check off just like you do, plus ten negative HP boxes if I ever feel like tracking the health of a dying monster. The Armor Class bars are a little weird, but I kind of like the idea of knowing whether a target dodged an attack, or deflected it with its hide, armor, or shield, etc., and the bars give me a visual representation of that. No need for a touch AC bar, because I can just use the dodge value from the total AC bar.

Of course, this definitely ain't perfect (I need a range increment for rock-tossing, for one thing, and numbering each entry would be pretty helpful at times), and each entry will obviously get bigger when it comes to creatures that aren't so completely dirt-simple as these goblin-derivatives. Also, if I'm gonna keep them all together like this instead of cutting up the sheet into separate cards, I shouldn't include so much redundant material. Anyway, it's a work in progress.
 

The stat block I use when I put my NPC's together is as such:

Name Class & Levels, Race, Alignment
Hit Dice, Hit Points
Grapple, Trip, Disarm (First number is if the player is attempting, second number in parathesis is if they're opposing so +# (+#) ).
Base Attack (Multiple separated by a slash, so #/#)

AC
Weapon (Dmg, Crit Range, Multiplier)
Additional Wepon (Dmg, Crit Range, Multiplier)

Saves
Attributes
Skills
Feats
Spells
Treasure
Notes

So a sample would be:

Genric Bad Guy Fighter Lvl1, Human, Neutral Evil
1d10+2(Con), 12
Grapple: +3(+3), Trip: +2(+2), Disarm: +3(+3)
Base Attack: 3(1+2 str)


AC= 17 (10, +5 Armor, +2 Dex)
+4 Greataxe (1d12 +2, 20, x3)
+3 Dagger (1d3+2, 19-20, x2)

Fort +4, Ref +2, Will +0
Str 17(+2), Dex 14(+2), Con 14 (+2), Int 10, Wis 10, Cha 10
Skills: Balance -2, Climb 1, Escape Artist -2, Hide -2, Ride 5, Jump 0, Move Silently -2, Sleight of Hand -2, Swim -8
Feats: Weapon Focus(Greataxe), Power Attack
Treasure: Salvagable gear, coin purse (1d6g).

I usually use a small notepad to keep track of combat. I write the initiative order for the combat on that, the number of badguys, they're starting hit points and any abilities they may have activated or waht not. The reference sheets like the block above I keep in a binder and just refer back to when needed.

Edit: Forgot to apply the armor check penalty to skills. ><.
 
Last edited:


Zoombaba said:
So, I'm going to be running a D&D game soon, and are writing up some encounters. I'm trying to get my stat blocks down to the bare minimum, with also being user-friendly to help run the encounters smoothly. For example, in my stat block, I'm using little boxes to represent hit points, so I can just tick them off as the monster gets hit.

Does anyone have special way they handle stat blocks to help them run encounters?

I cross-posted this on RPGnet, but figured this is probably a better venue for this question.

Those tick boxes for hp work great until you get into 75+ hit point creatures, then you end up with the stat block being 50% tick boxes.

I do use tick boxes for spells and their durations on the stat block however, so if monster x can cast darkness 1 time for day I don't have to hunt around for how many rounds it hangs out, it's right there on the block. I only use this for rounds / level effects... minute and above I don't care because combat rarely goes 10 rounds for me.

I also highlight in color certain key things like DR, SR, Immunities, Resistances, combat based feats (e.g. Combat Reflexes). I also type in all the information needed on the statblock for any special effects or spell like abilities. For example, I would include the Darkness spell information in the block.

Did I mention that I use a single 8.5 x 11 landscape page per creature?
 

I have been using the Paizo statblock ALOT lately, I truly love it for the simplicity and ease of use. Here is the template I use and an example.

Sex race class level
Align size type (subtype)
Init +; Senses Listen +, Spot +
-----------------------------------------------------------------------------------------
AC 10, touch 10, flat-footed 10
(+ dex, + armor)
hp 0 (HD)
Fort +0, Ref +0, Will +0
Defensive Abilities
Immune
-----------------------------------------------------------------------------------------
Spd 30 ft.
Melee
Ranged
Special Attacks
Spells Known (CL 0th):
2nd (3) -
1st (6) -
0 (7) -
-----------------------------------------------------------------------------------------
Abilities Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; Grp +0
Feats
Skills (ACP 0)
SQ
Gear

[sblock]Male human crusader 1/cleric 4
LG medium humanoid (human)
Init +1; Senses Listen +2, Spot +2
-----------------------------------------------------------------------------------------
AC 23, touch 11, flat-footed 22
(+1 dex, +9 armor, +3 shield)
hp 40 (1d10 +4d8 +10)
Fort +9, Ref +3, Will +7
Defensive Abilities steely resolve 5
-----------------------------------------------------------------------------------------
Spd 20 ft.
Melee mw flail +9 (1d8 +3)
Ranged sling +5 (1d4 +3, 50 ft.)
Special Attacks furious counterstrike
Spells Known (CL 4th):
2nd - aid, bull's strength, hold person, spiritual weapon (d)
1st - longstrider (d), doom, inflict light wounds, divine favor, shield of faith,
0 - light, resistance, guidance, inflict minor wounds, mending
Maneuvers Known (IL 3rd):
Stances - martial stance
Strikes - stone bones, crusader strike, douse the flames, charging minotaur, vanguard strike
-----------------------------------------------------------------------------------------
Abilities Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 14
Base Atk
+4; Grp +7
Feats Stone Power, Divine Alacrity, Extra Granted Maneuver, Weapon Focus (flail)
Skills (ACP 0) Concentration
SQ Turn Undead 5/day
Gear fullplate +1, mw flail, heartseeking amulet 3/day, least crystal of arrow deflection, darkwood shield +1, cloak of resistance +1, sling
scroll of bear's endurance, potion of shield, potion of cure light wounds, scroll of magic weapon[/sblock]
 

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