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Switch to Forum Live View Poll: Monster Block Layout
8 months ago  ::  Sep 28, 2012 - 7:47AM #11
sleypy
Date Joined: Jun 1, 2011
Posts: 1,345
It is redundant. Having both means you can have as flowery and verbose a description of the trait as demeed necessary and still allow for the same block to be used as a quick reference.
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Imagine a world where the first-time D&D player rolls stats, picks a race, picks a class, picks an alignment, and buys gear to create a character. Imagine if an experienced player, maybe the person helping our theoretical player learn the ropes, could also make a character by rolling ability scores and picking a race, class, feat, skills, class features, spells or powers, and so on. Those two players used different paths to build characters, but the system design allows them to play at the same table. -Mearl
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8 months ago  ::  Sep 28, 2012 - 7:48AM #12
Olrox17
Date Joined: Jul 23, 2010
Posts: 992
B
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8 months ago  ::  Sep 28, 2012 - 8:04AM #13
Emerikol
Date Joined: Apr 23, 2009
Posts: 4,467
In the stat block I would like this...

traits: formless

In the description text of the monster manual I'd like it described in detail like A.
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8 months ago  ::  Sep 28, 2012 - 8:31AM #14
sleypy
Date Joined: Jun 1, 2011
Posts: 1,345
Another way of doing it could be like this:

An Ooze has no set form, while squeezing through small openings it isn't penalties and cannot be knocked prone.

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Dreaming the Impossible Dream Show
Imagine a world where the first-time D&D player rolls stats, picks a race, picks a class, picks an alignment, and buys gear to create a character. Imagine if an experienced player, maybe the person helping our theoretical player learn the ropes, could also make a character by rolling ability scores and picking a race, class, feat, skills, class features, spells or powers, and so on. Those two players used different paths to build characters, but the system design allows them to play at the same table. -Mearl
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8 months ago  ::  Sep 28, 2012 - 9:00AM #15
mellored
Date Joined: Jul 8, 2008
Posts: 19,457
I changed D to both.

And made an E for other ideas. 
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F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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8 months ago  ::  Sep 28, 2012 - 9:00AM #16
Gnarl
Date Joined: Dec 2, 2002
Posts: 1,476
A or C

It really depends on what you put in C.

I really dislike codification. I understand that it's necessary in some cases, but the less the better.
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8 months ago  ::  Sep 28, 2012 - 9:06AM #17
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,249

Sep 28, 2012 -- 6:36AM, CarlT wrote:

B


Both - actually.

In the adventure text where the creature is encountered, I want B.  At the end of the adventure where I can look up the details I want A. 

If creatures occur more than once in an adventure -this saves quite a bit of space, if creatures only occur once it adds a small amount of space.  But I think its organizational advantages (what I really need to run the adventure is right there as long as I refresh my memory about the defined terms ahead of time - and if I forget I can always reference them.)



Something like (to choose one of the more complex entries):

Drow (Medium humanoid - elf); HP 27 (6d8); AC 15; SDCIWC 10/15/10/13/14/12; Light Sensitivity, Magic Resistance, Stealthy +5; Multiattack (2 attacks; either or both of longsword or hand crossbow); Melee:  Longsword +3 for 1d8+2 slashing; Ranged: Hand Crossbow +3 (r30/120) for 1d6+4 & Drow Poison (DC 12); Darkfire (1/day); Darkness (1/day). L3Elite (350 XP).

This does require certain terms to be defined (which is why we put that information in the back) - but at the same time, once I have run Drow a few times I really won't need to keep looking up Drow Poison, Darkfire or Darkness anymore either.

This gives the greatest benefit to the newbie DM (the information is there) and the experienced DM (the information is minimized so that it doesn't take space away from the more important parts of the encounter).


Carl


Yeah, I'll go with this. A 'compact' stat block is fine and can have just keywords. OTOH its nice if there's an expanded format available.

That is not dead which may eternal lie
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8 months ago  ::  Sep 28, 2012 - 9:07AM #18
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,249

Sep 28, 2012 -- 7:00AM, Hocus-Smokus wrote:

B

Since somewhere within the rules it actually describes what "Immunity: Prone, squeezing (formless)" means, I don't/won't need it repeated for every monster that possesses it.

A properly laid-lout Monster Manual (or whatever delivery system they use for monsters) will have clearly-defined conditions/abilities/etc. listed, usually before the monster entires in achapter of their own. That and, if you can't figure out what "Immunity: Prone, squeezing (formless)" means in relation to an ooze, then I'm not sure just how much detail needs to be added for you to figure it out. As long as they use common-sense words, it should be easy enough to figure out without needing a description accompanying each entry.


This is a good point too.

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8 months ago  ::  Sep 28, 2012 - 9:11AM #19
Sesdun
Date Joined: Sep 7, 2012
Posts: 357
D

Because I think the fluff description is the real thing, while the keywords are merely a short rule of tumb. The fluff contains the answer, or the seed to the answer to all kinds of corner-cases, interesting but odd situations etc.

For instance.. I would not allow a completely formless thing, that is not even defending itself, to be flanked, even if it does not say immune flanking.

Including the keywords are nice for a quick reference, but the description is the thing.
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8 months ago  ::  Sep 28, 2012 - 9:14AM #20
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,450

Sep 28, 2012 -- 6:23AM, mellored wrote:

Which do you prefer?

A) Full, Verbose Text.
An Ooze has no set form, which allows it to squeeze though small openings without penalties and cannot be knocked prone.


B) Short, Codified Text
Immunity: Prone, squeezing (formless)


C) Somewhere in between
Trait: Formless
Can move though small openings and is immune to prone.


D) Both.
An Ooze has no set form, which allows it to squeeze though small openings without penalties and cannot be knocked prone.  (Immunity: Prone, squeezing)

E) Other.


Totals:  (post #)
A: 0.5
B: 5
C: 2.5
D: 3
E:


D

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