What Do You Need to Know About Enemies?

Reynard

aka Ian Eller
Supporter
At a minimum, in order to effectively run a bad guy -- whether a goblin or a great wyrm -- in combat, what do you, as the DM, need to know? If you wanted to trim a stat block to it's absolute thinnest, what must remain?

BTW, if you think the answer must be edition/system specific, please indicate which edition/system you are talking about. Assume I mean, in general, 3E and up.
 

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Honestly, regardless of edition, the enemy's role.

That's it. If you have a grasp of the rules, then you can simply extrapolate the role into stats. For instance, if the enemy is the local bad guy, he is either cunning or beefy - and from their you can figure out what kind of fight he will be. On the other hand, if the enemy is fodder, then they are a notch down on the smack-em pole and can be statted accordingly.

Notice though, I did say you needed a grasp of the rules. Without that it would be hard to mentally balance out hit points and armor class and damage output, etc.
 

Honestly, regardless of edition, the enemy's role.

That's it. If you have a grasp of the rules, then you can simply extrapolate the role into stats. For instance, if the enemy is the local bad guy, he is either cunning or beefy - and from their you can figure out what kind of fight he will be. On the other hand, if the enemy is fodder, then they are a notch down on the smack-em pole and can be statted accordingly.

Notice though, I did say you needed a grasp of the rules. Without that it would be hard to mentally balance out hit points and armor class and damage output, etc.
This, exactly. In 4e you could know nothing about a monster but that it's a Level 3 Elite Brute and extrapolate that you need a bag of hitpoints with low defenses and a nasty standard attack. If your system knowledge is really really good, you could calculate on the fly how many HP the thing should have and what it's highest defensive stat should be.

For 4e you need to have a head for numbers, though. I speculate that in other systems it might be easier.
 

What's his motivation?

I mean, why is it that the zombie must eat brains? Is he peckish, or ravenous? Just how far will he go to eat said brains? Will he fight, or negotiate? If fight, with what tactics; if negotiate, demanding or wheedling? Once he is done, how does he feel about it?
 

I mean stat wise. Even if you're going for the 4E "this class of enemy at this level" you have to know certain things: defenses, attacks, etc...

So, as far as quantifiable stats are concerned, how small can we get a stat block?
 



I'm going to go ahead and thought experiment this from two perspectives:

Scenario 1 -- characters are assaulted in a large, natural cavern by a horde of goblins.

Scenario 2 -- an ancient dragon, disturbed by some burglar, attacks a lakeside town.

In Scenario 1, we can expect lots of move around and through goblins and heroes, lots of swinging of swords and other implements of death, and general mayhem associated with combat. Since we are talking about a D&D adventuring party, we can expect spells to be flung, backs to be stabbed and innards to be spilled.

Therefore, we need to know the following about the goblins in this scenario: their ability to slice and dice PCs (to-hit probabilities and damage), their ability to avoid getting sliced and diced (their physical defenses, plus their hit points), their ability to avoid getting sleeped or charmed (their mental defenses) and their ability to avoid getting otherwise impeded (saving throws of various sorts). We need to know how fast and perhaps how well they move. We need to know if they have senses that are better or worse than average (dark vision, perception). We need to know if they have any weaknesses or particular strengths or bonuses. In case certain circumstances come up, we need to know what their general capabilities are (climbing, figuring out who may be lying, etc...)

As such, I would suggest a reasonable stat block for goblins might include: AC, Initiative, Movement Rate, Attack Bonus, Damage, Saves, Physical Bonus/Penalty, Mental Bonus/Penalty, Special Bonus (for super skilled goblin flanking, frex). Taking a look, we can see there's still some redundancy. In 3E especially, the save categories reveal all sorts of information about the creature. Moreover, to-hit bonuses tend to imply a degree of prowess as well. So perhaps we can fold these together and go to Action (attack), Fortitude, Reflex and Mind (Will, Intelligence, etc...) bonuses. Swinging a sword and climbing a wall are the same Action roll, while shrugging off poison and swimming across rough waters would both be Fortitude rolls. Armor Class -- or defense -- would then be Reflex plus Armor Bonus, giving us an easy calculation for flat-footed versus touch ACs. Reflex could cover initiative, Mind could cover perception. So now we need only Movement, Armor, Weapon, Action, Fortitude, Reflex, Mind, Special Qualities (dark vision), plus that special goblin flanking maneuver.

Moving onto Scenario 2, does the previously mentioned stat block still work for a dragon? Kind of, it seems. We need all that information, but we also need to know how fast it flies, and how well (another Move value, and then what? Action or Reflex covers Fly checks should they be necessary?). The dragon likely has a large number of special abilities, possibly including spells and/or spell like abilities. However, if we standardize these, then perhaps we can keep the stat block small(ish) even for an elder wyrm.

Now, this approach certainly sacrifices a "grainer" level of detail. Where are feats and skills? Do we need them? Can we fold these into our bonuses and our special abilities, respectively? If we are playing Pathfinder, where does CMB and CMD fit in?

Obviously, it isn't a complete "system" -- just a thought. Bemchmarks would have to be made and specifics regarding skills and other "stats" would have to be decided. But I think there's something there, a potential shrinking and easing of the stat block that makes "winging it" and general game prep so much easier.
 

One other thing: the idea here is to create a workable, actual play system for my own game, where I have all the information I need in short order, intuitively and easily, but only from the GM/DM's perspective. I want the PCs to maintain all the complexity inherent in them (I am running Pathfinder) and neither bypass nor make superfluous the feats, skills, spells, class abilities etc. ad infinitum of the PCs.

In other words, the goal is to let players enjoy their PHBs, APGs and additional material, and let me just get on with it, *without* changing the math behind the system or inhibiting the players' character generation/advancement mini-game.
 

Here's another thought-does anyone actually look at a creatures skills? I mean certainly it adds a depth that allows the creature to also act as an NPC, but do you find that most of the skill ranks creatures have are necessary? If you improve them, do you bother with the skill points they ought to gain? (aside from Listen, Spot, Sense Motive, Jump/Tumble, Swim)?
 

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