What Do You Need to Know About Enemies?

My best advice is to use the pre-printed stat cards from D&D minis. Then, you have awesome, prepainted minis to use too. I did it for a DDM skirmish mini-campaign and it was great. I think letting the PCs have all their options will still be workable since you can just use more foes or not limit their special abilities to a certain number of uses. The original sets of D&D minis (up to 12 or 13, I think) should be very portable to Pathfinder. Even the newer ones basically work, although all the numbers are bigger (for 4e).

A similar design concept was espoused by Jonathan Tweet in his mini-game Omega World d20 (on the Polyhedorn side of Dungeon #94). That game had a very simple chart for NPCs at any level (1-10) with a few, streamlined choices for feats and skills. Other feats (like improved initiative and the save bonus ones), were "calculated in" gradually. And his best advice was to just pick toughness and save your self the work. Download it for $5: http://paizo.com/dungeon/products/issues/2002/v5748btpy7zeq

For an even better example, see Savage Worlds. In that game, the rules for PCs don't apply to NPCs. The GM just picks the abilities he wants the foe to have and goes on with the game. It really makes the granularity fine for the players but coarse for the GM, maintaing the character advancement game within the game while freeing the GM from a lot of drudge work & calculations.

See also the new Gamma World. Most of the monsters are expressed in a block that is about the size of an index card (some are the bigger index card size but still very manageable). I love it. Makes it very easy to run. Akin to the stat blocks from earlier editions of D&D--especially the Rules Compendium.

If you want to do the work yourself, just take the foes and streamline them. A dragon really doesn't have to do more that breathe fire (or whatever). All the rest of it is just icing on the cake. But, don't let the frosting get in the way of the cake you're trying to eat. That is, don't let the complexity of the game keep you from running it.
 

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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.

At a minimum:
Movement - type and speed
Attack - type, bonuses, effects
Defense - type, bonuses
Saves - type, bonuses
Hit points
Special abilities
Equipment/Loot
Role/Movtivation/Description
 

At a minimum:
Movement - type and speed
Attack - type, bonuses, effects
Defense - type, bonuses
Saves - type, bonuses
Hit points
Special abilities
Equipment/Loot
Role/Movtivation/Description

Agreed with this, and for spellcasters just write down the page number of their most-used spells to save space on the stat block. It really doesn't take that long to look a spell up and scan it quickly for the relevant info (range, casting time, targets, duration). Or do what we do, assign the most rules-loving guy to do lookups for you. We have a younger guy in our group who always has his head in one of the books, so he's usually looking things up anyway, whether anyone asks him to or not. It works.
 

In D&D, you need a lot of information, because we divide attacks into different categories -- Fort, Ref, Will, AC.

In kiznit's "Red Box Hack" game, monsters basically have:

* One defense score. By the way, to attack you roll a d20. There are no modifiers. If you roll the defense score or higher, you hit.

* A number of hit points. Usually 3 or 4, but mooks might have 1, and big nasty monsters might have 10 or 12.

* One or two attacks. Maybe a melee attack that does 1 damage (remember, there are no attack bonuses, and only one defense score). Or a magic spell that does 1 damage. And some tougher enemies might have a melee attack that does 2 damage. Or a spell that does 1 damage to everyone nearby each other. And a dragon might have a fire breath that does 2 damage to everyone nearby it, or a melee attack that does 3 damage.

* Maybe another special ability. A ghost might be able to glide through walls (but there's no "ethereal damage reduction; you just increase his defenses). A dragon can fly. A mind flayer can mind control anyone he reduces to 0 hit points.

* Treasure. This is your reward for killing the monster.



So depending on how complex your system is, you don't need very many stats at all.
 

AC/Defense; movement; hit points; Attack type, bonus, damage

Of course, this is for combat. It's the out-of-combat needs that will bloat your stat block (Like say, the party tries to negotiate or sneak past the opponent, instead of fight).
 

I think for tomorrow night's game (Pathfinder) I am going to go with the following:

NAME
HD/hp
AC -- (Flat Footed will just confer a flat +4 to hit, rather than recalc, and Touch AC is 10+Reflex)
Move
Fortitude: Fort saves, "strength" skills
Reflex: Ref saves, initiative bonus, "dexterity" skills, touch AC
Will: Will saves, perception rolls, "mental" skills
Attack Bonus (includes CMB; CMB is +10)
Special Qualities (vision, immunities, DR, etc...)
Special Attacks (one or two per)
 

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