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| Cold-Hearted Immortal |
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Joined: Fri Mar 10, 2006 3:46 pm Posts: 1775 Location: Left Coast, USA
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muherd wrote: Too abstract for me. Using that logic, you can just make up what you need "on the fly" including damage, saves, special attacks, etc. and do away with a monster section altogether.
I understand that DCC wants to eliminate a lot of the "crunch" and focus on the game but, as a DM, my opinion is that if I have to stop every time and figure out stats when I need them then that's taking away from actually playing the game. How often do you expect to need their stats? I'm not trying to make that question a challenge, I'm just thinking that for myself, as the sole guy DMing for my group the last 2-and-a-half years, I look up a monster's stat maybe once in 8 or 9 encounters, and even then it's for one ability. I'd expect it to take about as long to roll 3d6 as it would to pinpoint the number in a stat block... If you feel more comfortable having them in advance, you could roll them up and jot them down ahead of time.
_________________ Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11. Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will! Here Be DCC Monsters...
Pbp Secret of Bone Hill characters: Flavia, WAR, Beekeeper, L, Str 10, Agi 10, Stm 7, Per 10, Int 12, Lck 7, AC 10 hp 5, staff, jar of honey, 10-ft pole, 1 pc chalk, 50' rope, 2 torches (1 lit) Hector, DWARF Apothecarist, L, Str 5, Agi 11, Stm 12, Per 10, Int 6, Lck 10, AC 10, hp 11, sword, shield, cudgel, steel vial, chest, flint & steel, empty flask, lg sack Chendris, WIZ, Alchemist, N, Str 11, Agi 9, Stm 12, Per 15, Int 13, Lck 15, AC 10, hp 3, staff, empty flask, 50' rope, 2 candles, lg sack, oil (1 flsk), 1 torch, snakeskin tome; speaks gnoll Darrow, CLR, Hunter, N, Str 11, Agi 12, Stm 8, Per 16, Int 7, Lck 12, AC 10 hp 5, short bow, 6 arrow, 10-ft pole, deer pelt, torch (lit)
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