The numbers are still very much in flux, but I wanted to show:
- how the stat block is simplified by removing redundant information (like not listing Iron Will because it’s already accounted for in the Will save bonus)
- the first-person descriptions of monster abilities (“I can…” instead of “A stone giant can…” because it puts the GM in the role of playing the monster like a PC)
- organization of monster information into “My Turn” and “Not My Turn” sections, so the GM can skip past abilities that don’t aren’t usable at that point in the round
- alphabetization of lines within each section (such as the Boosts, Melee, Ranged, and Speed lines in alphabetical order within the My Turn section)
- introduction of some new game terms like “boosts,” which allow a creature to alter or improve an at-will ability (like Power Attack) or activate a limited-use ability (like “blend with stone”)
- renaming and consolidation of some skills
- simplification of the Organization line, because if the GM needs 40 giants in a tribe, it doesn’t matter that the book says a tribe is “13–30” giants
- treasure types based on the nature and role of the monster
- a preview-within-a-preview of the names of some magical spells and martial abilities (such as “Explode Stone” and “Berserk”)
Let me repeat: The math in this preview is very much in flux (in fact, it’s basically a rough conversion of the PFRPG stone giant to Five Moons RPG format), so please don’t get hung up on number details (like “why is this giant is CR 10 when the PF stone giant is CR 8?”). But I welcome feedback on the actual presentation of the information in this stat block, as I want using the monster stat block to be as clear and easy as possible for the GM (who often has to juggle multiple stat blocks in the same fight).
(Update September 23, 2014: If you like this post and where these ideas are going, please check out the kickstarter for my Five Moons RPG, which uses these ideas. Thanks!)
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