So do we know about layout changes to monsters in the 2nd Edition? One of the reasons I've never actually run a 13th Age game is that I find the way monsters are laid out way more difficult to parse than most D&D edition.
Umm. I beg to differ. I've laid out some monster stats for 13th Age and it was way easier or simpler to adjudicate.
Here's a short and sweet example (minus fancy formatting):
(
Monsters – 13th Age SRD)
Bear
Normal, 2nd level, Troop, Beast
Initiative +4
Bite +7 vs. AC — 6 damage
Natural even hit: The target takes +1d6 damage from a claw swipe.
AC 17
PD 16
MD 12
HP 45
The creature name is "Bear".
No flavor text.
Normal means there are no specials among its stats (i.e. it uses default ability array for its level).
2nd level - use normal values for 2nd level creature.
Troop: this is pretty important as it provides you with a clue as to how to use it in encounter. A troop is a simple creature with no specials, appears in numbers, and accounting upkeep for such creature is minimal.
Beast - a creature type. Sometimes it brings specials to the table. At other times, it means it can be targeted by certain abilities.
Initiative +4 - when you roll initiative, add 4 to the roll.
Bite +7 vs. AC — 6 damage: This is the creature's attack. Its called a "Bite". It has +7 to hit on attack roll. It targets defense stat of AC (armor rating). If it hits it does 6 damage.
Natural even hit: This is what happens when the Bear attacks, scores a hit and d20 rolls an even number. Basically, a random additional damage.
And then we go with defense stats:
AC - armor rating
PD - measure of one's toughness
MD - the ability to resist using sheer willpower
HP - the hitpoints
On the opposite end of complexity spectrum is probably a spellcaster creature like a lich. Actually, there is a whole family of liches, from a Baroness to a Prince, and their statblocks have some spells (as attacks), specials (like
Blink and you missed it), and Nastier Specials (a section for stroonger variants of a given creature).
Here's one of complicated attacks (C prefix stands for a Close range attack, Close range attacks do not provoke attacks of opportunity):
C: Soul rend +17 vs. PD (each nearby enemy) — 30 negative energy damage, and ghostly hands reach up from the ground and grab the target (as they try to pull the target’s spirit out of its body)
Ghostly grasping hands: When a creature is being grabbed by the ghostly hands, it takes 30 negative energy damage at the start of its turn and must make a last gasp save. On the fourth failed last gasp save, the creature’s soul is torn from it and it dies. Unconscious creatures take a –4 penalty to their last gasp saves. Note, grabbed creatures take a –5 penalty to disengage checks.
Limited use: 2/battle.
Here's a new type of special ability:
Blink and you missed it: Once per battle when an attack would hit the lich prince, the attack misses instead and the lich teleports to a nearby location it can see as a free action.
And so here's the question:
What did you find to be difficult about the statblock?