UnknownAtThisTime
First Post
Especially for minions, the result is not bad, but I can not help but think that the time spent "simplifying" these is far from gained back in their simplicity of use.
Yeah, I don't like that either. Sure there could be a more expanded entry in the MM, that's what it's there for after all. However, in an adventure I think a compressed statblock makes more sense. That said, you'll notice I took one line to describe the monster's quick traits as an aide to role-playing; it's not much but it's more than what is done now.I do like the idea but am extremely resistant to it because it makes monsters a little less flavoursome.. it is the same thing I feel when i dont get to see an art picture of the monster in the MM... I have no idea (if i havent dealt with that mon before) what it looks like and if it fits the concept of my adventure... shrinking down the stat blocks and removing the cool flavor hurts my head.
What did you think of my latest roper stat block revision? "Bite sized chunks" was exactly what I went for. Anyhow, I'm tackling some more complex monsters this week, so we'll see if I come up with a good way to compress them.While statblocks can probably be compressed a fair bit, I like that everything is laid out in nice bite-sized chunks. Although it might seem trivial to unpack that a power entry could be used for both melee and ranged attacks, many monsters will have different attack and damage values for both, so the space saving is small and you have to remember that this particular power entry for this particular monster might be useable in more than one way.
I'm with you, that's a trade off I'd make in a heartbeat. Maybe that's something which should be included at the very top of a stat block, a snapshot description?Recidivism said:I remember running an Encounters game and the players were pitted against (IIRC) Fell Taints. I had no clue how to describe a "Fell Taint" to the players, had never seen it in any of the Monster Manual books, and the Encounters format rarely provides descriptive text of what the players are facing off against. I would gladly sacrifice space used for the ability scores and miscellaneous skills to get a brief description.
Strange comment considering I'm doing the simplyfingEspecially for minions, the result is not bad, but I can not help but think that the time spent "simplifying" these is far from gained back in their simplicity of use.
Strange comment considering I'm doing the simplyfing
This is an experiment about possible new directions for the stat block to go in; consider these stat blocks as if they were published this way in an adventure. I'm not suggesting we go out and redesign a bunch of stat blocks in Gimp or Photoshop. That would be a waste of my time. This is about proof of concept and thinking outside the box with what DMs need from stat blocks during play.
I am planning on drawing the attention of WotC once this thread gets going, and maybe @mudbunny can point it out?
I agree that's all a DM needs to know for a monster. It would be a kinda radical new direction, but I would happy with that.For skills, I would probably do something like "Good skills: +8" "Bad skills: +2". For monsters I rarely need much more than that and I often find myself changing which skills they're good at on the fly to reflect how I've reflavored them.
Hmm. I am looking for a good example of a creature with obscure attacks. Preferably an elite or solo with traits, encounter powers, and recharge powers - IOW something fairly complicated.That said, it would be useful to maybe have a separate area below the mechanics that has the creature description and what their attacks look like to save my poor DM brain some work in making each attack interesting.
It is much easier to read; your eyes are drawn to the numbers you are looking for.
You could probably remove where it says "Coordinated Attack" and put "Trait" instead - it's more important to know what it is than what it's called.
Other than that, looks great!