How do fellow DM's use monster stat blocks?
How do fellow DM's use monster stat blocks?
This might sound like a silly or naive question, but how do you fellow DM's go about using the monster stat blocks in the various monster books/manuals? To further clarify; take a monster like the aboleth or any other "complicated" monster with a lot of special abilities. I would think it's impossible to memorize all of the different monsters' abilities, spell-like abilities, and so forth. So when the time comes to use the monster in a game, how do you go about doing so without breaking the flow and pacing of the game?
Do you just keep the book there on the table and reference as needed; stopping gameplay if necessary? Do you do the shorthand method of monster stat blocks like the following:
Kobold
HP 8; AC 11; Mv 30 ft.; Att: Short sword (1d6 +1);
Special: trap sense; Treasure:1; XP: XX
If you do you use such a method, how do you manage with more complex creatures?
The reason I ask is because I feel one of the great features that 4e D&D got right was in the monster stat blocks. Everything you need to run the monster is right there in the block. No flipping, no memorizing, etc., which led to a smoother game session (for the most part). Comments or suggestions? Thanks in advance.
Do you just keep the book there on the table and reference as needed; stopping gameplay if necessary? Do you do the shorthand method of monster stat blocks like the following:
Kobold
HP 8; AC 11; Mv 30 ft.; Att: Short sword (1d6 +1);
Special: trap sense; Treasure:1; XP: XX
If you do you use such a method, how do you manage with more complex creatures?
The reason I ask is because I feel one of the great features that 4e D&D got right was in the monster stat blocks. Everything you need to run the monster is right there in the block. No flipping, no memorizing, etc., which led to a smoother game session (for the most part). Comments or suggestions? Thanks in advance.
- Breakdaddy
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serleran wrote:
Honestly, I ignore them nearly completely. I read over them, get a general idea what the beast is "like" and then I twist it to suit how I want them to work in my game, but keep them relatively the same "power."
Same.
I get a baseline overview of the stats with a glance at the special abilities and I run it the way I want to based on those criteria.
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Secret Skeleton
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Yeah, I largely ignore them.
If I run a more complicated creature encounter the stats of the monster are only they very beginning. Environment is a big deal with me, fighting a hydra on a cliff-face, for example, is way more fun than fighting one on non-specific terrain.
I usually pre-roll treasure too and give any equipment to the monster before hand. A troll with a +1 axe in its hoard should probably use it against PC's who want to take it from him.
4E may have the stat blocks down, but creatures (nor anyone) have no out of combat powers (or even functions, really).
Monsters before 3.0 were not really that hard to remember the use of. C&C is the same way. HD means everything.
If I run a more complicated creature encounter the stats of the monster are only they very beginning. Environment is a big deal with me, fighting a hydra on a cliff-face, for example, is way more fun than fighting one on non-specific terrain.
I usually pre-roll treasure too and give any equipment to the monster before hand. A troll with a +1 axe in its hoard should probably use it against PC's who want to take it from him.
4E may have the stat blocks down, but creatures (nor anyone) have no out of combat powers (or even functions, really).
Monsters before 3.0 were not really that hard to remember the use of. C&C is the same way. HD means everything.
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Taranthyll
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Lord Dynel
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I've done both, actually. I've ignored them, and I've taken the slower route.
What I find that works for me now is that I read over the monsters I'm going to need during an adventure. I read every entry. Then in my notebook, I write all page references and put torn-paper bookmarks in M&T so I can quickly access them during fights. I still ignore the simple monsters - reading over them once gives me AC, HD, damage. Usually, I only reference the tougher, more complex monsters during a session.
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What I find that works for me now is that I read over the monsters I'm going to need during an adventure. I read every entry. Then in my notebook, I write all page references and put torn-paper bookmarks in M&T so I can quickly access them during fights. I still ignore the simple monsters - reading over them once gives me AC, HD, damage. Usually, I only reference the tougher, more complex monsters during a session.
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LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
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- Sir Osis of Liver
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I've been known to use Post-it bookmarks in my M&T to allow me to find things easily.
Normally, though, for the encounters I design (which is almost exclusively what I run), I use a mapping program that allows me to put the encounters into the notes for each room. The program then exports the notes to an HTML file that I can either print out or access through a web browser if I keep my laptop at the table.
I normally will make a list of actions per round on the more complicated monsters. The dragon will lead with a spell, then use its breath weapon, then C/C/B etc. Otherwise, all I need is the BtH, HD, HP, AC, Dmg and ST numbers and I'm good to go.
Normally, though, for the encounters I design (which is almost exclusively what I run), I use a mapping program that allows me to put the encounters into the notes for each room. The program then exports the notes to an HTML file that I can either print out or access through a web browser if I keep my laptop at the table.
I normally will make a list of actions per round on the more complicated monsters. The dragon will lead with a spell, then use its breath weapon, then C/C/B etc. Otherwise, all I need is the BtH, HD, HP, AC, Dmg and ST numbers and I'm good to go.
Okay, thanks; lots of interesting replies. I've always mulled over the idea of not even worrying about stats for simple creatures like goblins, kobolds, orcs, etc. and just using some shorthand for the more complex ones. I'll have to work on it and see what I come up with. Thanks again for all of the replies.
- Go0gleplex
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I use the crunchy block with the major tidbits for the critter just to have the information on hand at need. Part of the detail prep method I use on the majority of my adventures.
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The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
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Secret Skeleton wrote:
1HD creatures usually die with one hit in my game. It is not worth keeping track of their HP it 4 of 5 HP gets lost, especially when there is fifteen of them running around.
I use my patanted (TM) "DM's option" all damage done gos to one orc till he dies. then the next etc.. its a little unrealistic.. but we aint exatly going for a perfect simulation. no fuss no muss badies die and it lets people that arent combat monsters kill things ocasionaly.
I only do this low level monsters, but it is great when alot of little guys attack. and my players understand why i need to do it. too hard track that many little schmos.
If I am going by the book, I have the book open. I usually only use one type of creature at a time, so works well. If I am modifying a creature I read it to refresh my memory on what the standard is then deviate it to make it unique in whatever way I have decided to do so, even to the point of giving them class levels.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
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Sounds obvious to me! -Gm Michael
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- Go0gleplex
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I seldom open the book for anything unless it comes into contention with the players...and even then I usually go by my ruling if it isn't too far off the book. The crunchy blocks I use just let me keep it all in one spot while I'm running so I'm not wasting a lot of time flipping through pages.
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The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
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The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
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- zarathustra
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I try to be aware of all a monsters capabilities- if I am going to DM I personally know I run a better game when I do my homework and have a sound background knowledge of all adventure components- if I don't do that I tend to flounder.
BUT to ease my running of complex, intelligent monstets like Aboleth from the OP's example I will jot down a sentence or two at least (more if it is a "major baddy" ) on which powers/tactics this particular individual beast prefers to employ.
My reasoning is that just as some fighters could use a bow and arrows, some prefer to close with a shield and mace instead, simply due to personal preference or past experience. Some polar bears prefer to hunt different prey by different methods than others for the same reasons.
So it may not use all its abilities in any one encounter, unless I was reminded/prompted by some special circumstance to change its tactics/preferences.
BUT to ease my running of complex, intelligent monstets like Aboleth from the OP's example I will jot down a sentence or two at least (more if it is a "major baddy" ) on which powers/tactics this particular individual beast prefers to employ.
My reasoning is that just as some fighters could use a bow and arrows, some prefer to close with a shield and mace instead, simply due to personal preference or past experience. Some polar bears prefer to hunt different prey by different methods than others for the same reasons.
So it may not use all its abilities in any one encounter, unless I was reminded/prompted by some special circumstance to change its tactics/preferences.
zarathustra wrote:
...to ease my running of complex, intelligent monstets like Aboleth from the OP's example I will jot down a sentence or two at least (more if it is a "major baddy" ) on which powers/tactics this particular individual beast prefers to employ.
I do something similar for 'complex', 'multi-ability', or powerful monsters. I will jot down a round-by-round 'plan' for attack, for at least 3-5 rounds, trying to take into account maximizing the monsters abilities/range/etc. Most monsters are defeated within 3-5 rounds, so that would cover me--otherwise I'd just wash-rinse-repeat. My old party was tough, and I had to think to give them a challenge. This made it easy for me to have a plan of attack, without forgetting a useful ability.
- LordSeurek
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Since I used a large number of monsters from different sources, I tend to map out the critter's stats and special abilities and stuff for each monster in a text file. If I have number of different monsters or NPC's with a number of different spells, I'll print it off and read it over before a game session. If not, the text file is open and minimized.
Here is an example of an underwater critter my group is facing:
4 Uchuulons Large (Slime Chuul) 11HD AC 20 HP:69/56/64/ 51 DR: +4 Init: MV: 20
Description: A vile creature resembling a large insect or monstrous crustacean rises out of the murk, its pincerlike claws snapping madly. A thick coat of slime glistens over its translucent carapace and drips from the dozen or more tentacles dangling from its mouth. As it skitters toward you, it leaves a trail of slime in its wake.
Str 18 (+3) P , Dex 12 (---) P , Con 14 (+1) P , Int 10 (---) , Wis 12 (---) , Cha 3 (-3)
Attack:
2 Bites (15ft reach)(Melee) 1d20+14 DMG 2d6+4
Special Attacks: Constrict: On a successful grapple check, kopru deals 3d6+4 damage. This can ONLY BE ATTEMPTED on a successful CLAW attack.
Grapple: Uchuulons rolls 1d20+3(str)+11(HD) = 1d20+14 vs Foe (Str non-prime) of AC 12+Str mod + Dex mod + BtH -- Size mod (-2 for all but Nerneth) OR Foe (Str Prime) of AC 18 + Str mod + Dex mod + BtH -- Size mod (-2 for all but Nerneth) Foe failing is defensless and can only try and break it with their own successful grapple check.
Paralytic Tentacles: If grappled by a claw attack, the enemy is transfered to its tentacles. On its turn, the enemy needs to make a Con save CL 11 or be held for 6 rounds. Save each round. While held in tentacles, parayzed or not target takes 1d8+2 automatically.
Protective Slime: Because of its slimy body, 50% of criticals miss.
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Here is an example of an underwater critter my group is facing:
4 Uchuulons Large (Slime Chuul) 11HD AC 20 HP:69/56/64/ 51 DR: +4 Init: MV: 20
Description: A vile creature resembling a large insect or monstrous crustacean rises out of the murk, its pincerlike claws snapping madly. A thick coat of slime glistens over its translucent carapace and drips from the dozen or more tentacles dangling from its mouth. As it skitters toward you, it leaves a trail of slime in its wake.
Str 18 (+3) P , Dex 12 (---) P , Con 14 (+1) P , Int 10 (---) , Wis 12 (---) , Cha 3 (-3)
Attack:
2 Bites (15ft reach)(Melee) 1d20+14 DMG 2d6+4
Special Attacks: Constrict: On a successful grapple check, kopru deals 3d6+4 damage. This can ONLY BE ATTEMPTED on a successful CLAW attack.
Grapple: Uchuulons rolls 1d20+3(str)+11(HD) = 1d20+14 vs Foe (Str non-prime) of AC 12+Str mod + Dex mod + BtH -- Size mod (-2 for all but Nerneth) OR Foe (Str Prime) of AC 18 + Str mod + Dex mod + BtH -- Size mod (-2 for all but Nerneth) Foe failing is defensless and can only try and break it with their own successful grapple check.
Paralytic Tentacles: If grappled by a claw attack, the enemy is transfered to its tentacles. On its turn, the enemy needs to make a Con save CL 11 or be held for 6 rounds. Save each round. While held in tentacles, parayzed or not target takes 1d8+2 automatically.
Protective Slime: Because of its slimy body, 50% of criticals miss.
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