Bloat by Stat Block

Consider the lowly pit trap.  It is basically a hole in the ground, covered with something.  You fall in, you get hurt.  You receive a predictable amount of damage according to the rules of your system – in 4e, that would be 1d10 damage per 10 feet fallen.  More dangerous ones have spikes which might be poisoned.

Now consider this:

All that for a hole in the ground with poisoned spikes in it.  Does this format really make it easier to find information?  Do I need a stat block to tell me a character can jump over the pit?  Or that a character can push the covering into the pit?  Would I not have been able to figure that out on my own?

Worse yet, will I think to look at the not-always-appearing trap description in the stat block, when describing the scene to my players?  This is the problem with text bloat, it obfuscates rather than illuminates.

I hadn’t really thought about simplifying the stat blocks until I was looking at the random trap generator on Donjon.  I just now rolled 10 random traps, and this was number 10:

Concealed Pit (Perception DC 10 to find, Thievery DC 15 to disable, Single-shot, Melee 1, Attack +4 vs. Reflex, Damage 2d10+3 falling, 25 xp)

Do I really need more that that?  Maybe the type of lid, as discussed in certain Hack & Slash articles.  And this type of stat block also works for more complicated traps:

Prismatic Blaster (Perception DC 21 to find, Thievery DC 21 to disable, Init +2, Target 3 creatures within 10 squares; Attack +13 vs. Fortitude, Damage 2d6+5 poison and the target is slowed (save ends); Attack +13 vs. Reflex, Damage 2d6+5 and ongoing 5 fire (save ends); Attack +13 vs. Will, Damage 2d6+5 psychic and the target is stunned (save ends); 500 xp)

Does anyone not know what that does?

Its not just traps, either.  Here is a disease stat block:

That is at least easy to refer to.  But consider this randomly generated disease:

Phrenic Flux (Attack +4 vs. Will, Endurance DC 15 to improve, DC 10 to maintain, Effects: apathy (-2 to Cha checks, skills, and attacks), idiocy (-5 to Insight), ongoing 5 psychic damage until unconscious)

It conveys the same information in an abbreviated form and doesn’t require extensive formatting.  You can easily fit it in a keyed entry, rather than hiving it off into a “Tactics” section.  If it gets really complicated, you can have an appendix with a full stat block in the back for those questions that don’t come up often.

There could probably be some simplification for monster stat blocks, too.  Compare this,

to this:

Goblin Blacklade (Lurker) – Init. +7; HP 25, AC 15, F 12, R 14, W 11; SPD 6; XP 100.  Short Sword – +5 v AC; 1d6+2 damage, +1d6 w/ CA.  Reaction (A/W) – when missed by melee attack, shift 1.  Sneaky – when shifting, can swap spaces with ally of its level or lower.  Low light vision; Percep +1; Stealth +10; Thievery +10.  Speaks common, goblin.  (MM p. 136)

Particularly for wanderers, you get the information you are likely to need, and only the information you are likely to need, in a quarter of the space.  Which is all you got in the 1e adventures; there was usually more information in the Monster Manual, but you weren’t likely to need it in-session.

 

 

 

 

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