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What would be the path between Wildshape Templates and Use an Beast statblock?
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<blockquote data-quote="Mirrorrorrim" data-source="post: 9154282" data-attributes="member: 7040132"><p>If they are going to have lists of new abilities/capabilities to add to monster stat blocks, you might as well have the template stackblock with all those abilities as options to add, so that you can build your own beast. Want your wolf to be able to pounce rather than pack tactics? You can make that choice.</p><p></p><p>The HP, AC, and all that for the list of existing beast stat blocks aren't really different enough to warrant tracking them as separate stat blocks for wildshape. Just compare a wolf to a panther. The differences between the raw stats are not significantly different enough to keep them unique from each other. It's the different special abilities and speeds that matter. </p><p></p><p>The template design (with a list of selectable beast abilities) is clearly superior for:</p><ol> <li data-xf-list-type="ol">Balanced, reliable design that is easily learned and doesn't change too much between wildshapes. You can always know your Wildshape stats at the level in question.</li> <li data-xf-list-type="ol">Not needing to search for beast statblocks in the whole library of D&D and 3rd party books (but can still use them as inspiration).</li> <li data-xf-list-type="ol">Capturing any theme the Druid wants, like power-scaling preferred beasts or chimeric beasts, even if there isn't an existing stat block for them. If you prefer your druid to have an affinity for wolves and want to be able to become a much more powerful Dire Wolf at 20th level, you can. If you want to create a chimeric "Ravenhound" (like an Owlbear), you can. You aren't limited by the requirement of a unique statblock in a monster manual.</li> <li data-xf-list-type="ol">Saving precious pagespace, freeing it up for other design. You don't need to reprint all those MM stat blocks in a PH appendix.</li> </ol><p>The only thing missing from the original template idea are the special abilities like poison bite and spider climb, or pounce and pack tactics. As long as there is a list of about 20 special abilities to choose from to build your beast, you can describe it however you want. The stat block template can otherwise have Level/PB scaling AC, HP, Ability Scores, Speed, and the like. Template design does work in Summoning spells and subclass companions. It can be solid and flexible, like a lot of 2024 design. Open up the design theme options.</p></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 9154282, member: 7040132"] If they are going to have lists of new abilities/capabilities to add to monster stat blocks, you might as well have the template stackblock with all those abilities as options to add, so that you can build your own beast. Want your wolf to be able to pounce rather than pack tactics? You can make that choice. The HP, AC, and all that for the list of existing beast stat blocks aren't really different enough to warrant tracking them as separate stat blocks for wildshape. Just compare a wolf to a panther. The differences between the raw stats are not significantly different enough to keep them unique from each other. It's the different special abilities and speeds that matter. The template design (with a list of selectable beast abilities) is clearly superior for: [LIST=1] [*]Balanced, reliable design that is easily learned and doesn't change too much between wildshapes. You can always know your Wildshape stats at the level in question. [*]Not needing to search for beast statblocks in the whole library of D&D and 3rd party books (but can still use them as inspiration). [*]Capturing any theme the Druid wants, like power-scaling preferred beasts or chimeric beasts, even if there isn't an existing stat block for them. If you prefer your druid to have an affinity for wolves and want to be able to become a much more powerful Dire Wolf at 20th level, you can. If you want to create a chimeric "Ravenhound" (like an Owlbear), you can. You aren't limited by the requirement of a unique statblock in a monster manual. [*]Saving precious pagespace, freeing it up for other design. You don't need to reprint all those MM stat blocks in a PH appendix. [/LIST] The only thing missing from the original template idea are the special abilities like poison bite and spider climb, or pounce and pack tactics. As long as there is a list of about 20 special abilities to choose from to build your beast, you can describe it however you want. The stat block template can otherwise have Level/PB scaling AC, HP, Ability Scores, Speed, and the like. Template design does work in Summoning spells and subclass companions. It can be solid and flexible, like a lot of 2024 design. Open up the design theme options. [/QUOTE]
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What would be the path between Wildshape Templates and Use an Beast statblock?
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