Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What Do You Need to Know About Enemies?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Reynard" data-source="post: 5429977" data-attributes="member: 467"><p>I'm going to go ahead and thought experiment this from two perspectives:</p><p></p><p>Scenario 1 -- characters are assaulted in a large, natural cavern by a horde of goblins.</p><p></p><p>Scenario 2 -- an ancient dragon, disturbed by some burglar, attacks a lakeside town.</p><p></p><p>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.</p><p></p><p>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...)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Reynard, post: 5429977, member: 467"] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What Do You Need to Know About Enemies?
Top