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DMMike
11-08-2010, 03:31 PM
Name CR
SIZE TYPE
SENSES
AC
HP (HD)
FORT REF WILL
MELEE
RANGED
SPEC ACTIONS
POSSESSIONS
NOTES

I spend way too much time on humanoid NPCs who are not (yet) important to the campaign. This is my effort to spend that time more productively. Note that Hit Dice and Type are probably the most important stats, because most other numbers and qualities can fairly quickly be thrown in based on those. Also, Skills and Feats get lumped in with Special Actions, if they're significant.

tesral
11-16-2010, 07:20 PM
I use something similar in my keys.

DMMike
11-16-2010, 10:49 PM
Hmm...should SENSES and SAVES be modified to only include the ones that have a chance of succeeding? GOOD SENSE (including unusual senses) and GOOD SAVE(S)? That could save me...5 to 10 minutes.

tesral
11-16-2010, 11:16 PM
All saves, they are want matters. And if it is in the key that is less I need remember. Pixels and toner are cheap.

tesral
12-13-2010, 01:57 AM
A quick example fro one of my keys.

Warriors: Will fight for the possessor of the horn.
8d10, ac 18, md 24, bab +8/+3, d/a sword +2
Stats S 20 +5, C 20 +5, D 16 +3, I 16 +3, W 18 +4, Ca 16 +3, Psi 6 +10
Saves F+9, R+7, W+8
+2 sword 1d8+7 +15/+10
HP 114

wizarddog
12-13-2010, 03:16 PM
I wonder if it is possible to simply remove all the stat blocks and have the modifiers only [from tersal's example]. When the creature/NPC receives a boost or a drain of 2 you reduce or add 1 to the mod.

The rest of these stats require you have some idea on NPC/monster calculations on the fly. For example, you may need to know the touch AC on them for certain attacks.

tesral
12-14-2010, 09:05 AM
The simplicity of the system is you add your remove as required. That particular block is unlikely to get used. I will often add the touch and flat AC as well.