mighty28 wrote:
As for Talents, if the Talent can be already factored into the stat block, it is (such as weapon mastery). I have been thinking of putting in non-factored Talents into bold or italics fonts to differentiate. I would eliminate the Talents that are already factored in, but I sometimes re-skin stats and if I delete Talents, I will not remember how the opponent was built.
Indicating which talents are included would be helpful. Perhaps 2 sections: Talents (Included in stats) and Talents (Please review) would be easiest for GM's.
I've said this before and I'll throw it out there again. Can we consolidate the stat blocks? In general, most enemies don't need to show 10-12 spells they can cast. Combats just don't go that long and some spells do very similar things. Most of these enemies are meant to be defeated, so whether they have 8,9 or 10 spells isn't important.
Perhaps it could work to categorize the types of spells they have:
1) Attack Spells: Elemental Bolt, Storm of Knives
2) Defense Spells: Inertial Shield, Arcane Shield
3) Healing Spells: Pound of Flesh
Really, I'd love us to take a look at 4th Edition in how they wrote their stat blocks for monsters/enemies. It was very simple. I understand when building an Encounter it's important to know what the bad guys get for the purposes of their EV, but once that's known, can the stat block be simplified and put in only the critical Adaptations that the casters can do with Passive Arcanum?
Here's an example:
Attack Spells:
Elemental Bolt (Base) [CTN 18; Spd/Str: 4 (+2); Instant; 30' (1 Target) vs. Avoidance]
Damage: d6 (Primary)
Adaptations:
2 Targets [CTN +3; Spd/Str: +0 (+2)]
30' (10' Radius) [CTN +6; Spd/Str: +2 (+4)]
+30' Range [CTN +2] (Multiple)
Die Bump [CTN +3; Spd/Str: +0 (+1)] (Multiple)
Not sure how much time this adds to the "Stat Person" but it would greatly help any GM's.
John