Amazing stat block - it would be a joy to use. The only thing I would change is to have the stats tabbed after their description for easier scanning on the fly, for example Large Morningstar (Melee) Attack: +2 to hit (reach 5 ft.). Hit: 5 (1d8 + 1) bludgeoning damage and 5 (1d8 + 1) piercing damage. Large Javelin (Ranged) Attack: +2 to hit (range 30 ft./120 ft.). Hit: 9 (2d6 + 2) piercing damage. This might take the form of a table.
View full commentAmazing stat block - it would be a joy to use. The only thing I would change is to have the stats tabbed after their description for easier scanning on the fly, for example
Large Morningstar (Melee)
Attack: +2 to hit (reach 5 ft.).
Hit: 5 (1d8 + 1) bludgeoning damage and 5 (1d8 + 1) piercing damage.
Large Javelin (Ranged)
Attack: +2 to hit (range 30 ft./120 ft.).
Hit: 9 (2d6 + 2) piercing damage.
Maybe. That depends on things like font and space. Sometimes tabs improve readability, but tabs can sometimes confuse design or give the appearance of formula. It's definitely worth considering!
@Alas, actually very little. I used the 16 AC as a baseline as this is the average that many AC will fall around. I just can't see over 25AC for any creature in this bounded system. And more realistically would probably be a max of 22AC. Even in the play test bestiary nothing is higher than 17AC, and the majority of them look to be between 11 and 15 AC. As I showed a 16 is not an "auto hit" IE everything but a 1 hits no matter the scaling or the level. With a +13 15 and below AC becomes...
View full comment@Alas, actually very little. I used the 16 AC as a baseline as this is the average that many AC will fall around. I just can't see over 25AC for any creature in this bounded system. And more realistically would probably be a max of 22AC. Even in the play test bestiary nothing is higher than 17AC, and the majority of them look to be between 11 and 15 AC.
As I showed a 16 is not an "auto hit" IE everything but a 1 hits no matter the scaling or the level. With a +13 15 and below AC becomes auto hits, with a +8 10 and below AC becomes auto hits.
On the other side, the always misses (hitting only on a 20), our level one super gimped character will miss everything with the -1 bonus at AC 19 and above. At level 20, super gimp will auto miss a 22AC. Our uber character will auto miss a 27AC at level 1, and 33AC at level 20. Our reasonable middle ground will always miss a 24AC at level 1, and 28AC at level 20.
Now, the equipment shows that a player without magic can reach a 19 AC, if they stay true to +3 being the absolute best enhancement bonus, that means 25 is the upper bound of AC (+3 shield, +3 armor), which is probably the upper bound of AC for monsters as well. With a 25AC, everyone but the most gimped character can hit that with less than a 20 without magical help, and it's probably not a common level of armoring.
Also remember that this is just a "do I hit it" we don't know enough about damage and HP numbers to see how this translates to how quickly does the creature goes down.
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On the advancement. If you raise 2 abilities every 4 levels, and you use the current standard array of 15, 14, 13, 12, 10, 8. You can reasonably make a primary stat a 13, boost it with your class and race to a 15, and have 2 15's for your stats, then raise each of them each time to maximize 2 abilities over your career. Take a warpriest, make his STR 15 and WIS 13, pick a race that increases wisdom and you have a STR 15, and WIS 15, maximizing them both by 20. Ending with a 20, 20, 14, 12, 10,...
View full commentOn the advancement. If you raise 2 abilities every 4 levels, and you use the current standard array of 15, 14, 13, 12, 10, 8. You can reasonably make a primary stat a 13, boost it with your class and race to a 15, and have 2 15's for your stats, then raise each of them each time to maximize 2 abilities over your career. Take a warpriest, make his STR 15 and WIS 13, pick a race that increases wisdom and you have a STR 15, and WIS 15, maximizing them both by 20. Ending with a 20, 20, 14, 12, 10, 8. With that there is progression throughout the career.
Also remember that every stat is involved with saves. Sure you may max out your primary ability early on, but increasing your other abilities increases your resistance to attacks against you, such as charms and the like. We don't know if CHA will be attached to hirelings, if it is, you might not want a low CHA if you want to have a squire or acolyte. We don't have the full picture yet, and I have a feeling with the current direction that in some cases having quite a few average (+1 to +2 bonuses) may be better than 1 fully maxed out ability. This makes for interesting choices, sure I can get myself another +1, or I could get myself enough CHA to have a follower.
''Goring Charge: On its turn, this creature can use its movement to move at least half its speed in a straight line and then use its action to make a special melee attack. This melee attack is a gore attack (+4 attack, 3d10 + 4 damage). If it hits, the target must also make a Strength save (DC 12) or be knocked prone and, on its next turn, the target cannot use its movement to do anything other than stand up or crawl.'' instead of ''Goring Charge: +4 ataque vs CA Hit: 3d10+4...
View full comment''Goring Charge: On its turn, this creature can use its movement to move at least half its speed in a straight line and then use its action to make a special melee attack. This melee attack is a gore attack (+4 attack, 3d10 + 4 damage). If it hits, the target must also make a Strength save (DC 12) or be knocked prone and, on its next turn, the target cannot use its movement to do anything other than stand up or crawl.''
instead of
''Goring Charge:
+4 ataque vs CA
Hit: 3d10+4 damage and the target falls prone.
Special: This attack can be made during a charge.''
So far, being a player and DM of the playtest, I like the direction DnDNext is heading. I see a lot of good debates as I have also played since I was 10 to 12, and now 40, so I can respect the angst at what may come. I will say this though. 4e was simple to set encounters for simple beat downs of the monsters if you didn't modify and add a monster or two. Sometimes, even more. Maybe when the system first came out, it was different. However, once many variations of characters, the many many...
View full commentSo far, being a player and DM of the playtest, I like the direction DnDNext is heading. I see a lot of good debates as I have also played since I was 10 to 12, and now 40, so I can respect the angst at what may come. I will say this though. 4e was simple to set encounters for simple beat downs of the monsters if you didn't modify and add a monster or two. Sometimes, even more. Maybe when the system first came out, it was different. However, once many variations of characters, the many many inconsistent erratta changes, and min maxing because 4e was built to min/max, it wasn't easy to make encounters anymore. In most situations you still have to recalculate everything, because the values or encounters were never enough.
Last wish... Please do not set level of damage or skill for monsters according to size... That really slams and boxes the DM being able to have a small tiny monster that totally surprises the party. Damage by size really pigeonholes the fantasy of anything and any size.. being powerful. That's why we have races such as gnome, halfling and the like. Thanks for listening.
I think it's great! If I can rely on the math to be relatively consistant, then it frees up a ton of brain space for me at the DM's table. I can focus on the exceptions to the math and leave the expected numbers to the spreadsheet. My players know I'm going to give them a fair shake at survivability because the core of the monsters follow a fairly steady progression, but I can throw in tactically interesting mechanics or skew the expectations dramatically in one direction or the other to...
If I can rely on the math to be relatively consistant, then it frees up a ton of brain space for me at the DM's table. I can focus on the exceptions to the math and leave the expected numbers to the spreadsheet. My players know I'm going to give them a fair shake at survivability because the core of the monsters follow a fairly steady progression, but I can throw in tactically interesting mechanics or skew the expectations dramatically in one direction or the other to break up the monotony. Need a pixie with the damage and lifting capacity of a 32 Strength? Done! An illithid with a food allergy to elf brains? Done! A warforged druid with Beast Wars Transformers aesthetics? Done! I can create all those things and whatever mechanics are required for them to work and not worry about the unimportant numbers. It keeps my focus as a DM on the important parts of the monster.
I'm inclined to stop making 4e player characters and just make companions instead. A lot less choices each round; same damage output; much, much quicker combat.