SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Thoughts on Stat Blocks?

Started by SimpleDisorder, March 02, 2024, 06:02:10 PM

Previous topic - Next topic

SimpleDisorder

An old thread on the topic closed; yet am curious if any interest remains on the topic as I am building out some custom blocks.  I run all mooks at 3hp.  The only good thing about 4e. 

ORC
Suggested Difficulty      1 Mook
Diabolic
Intelligence: 8      Preparation: 1
My first concern; how intelligent is the enemy and how prepared are they generally.  Intelligence / Preparation reflect this.  Intelligence 3 is a wild animal.  Intelligence 8, it can speak and possibly read.  Preparation 1, there might be a guard.  Playing dice.  Preparation 20, guards, followers, traps, intelligence network, small mercenary force, pickets, spies. 

Note: Orc religion and downstream their entire culture focuses on strength and martial prowess, for theological, mythical and more current reasons.

Set the theme. 

"First history, we Orcs was weak.  When Gormbreaks rose hungry from the depths, spreading the Sorrow around him, he feasted for a age until returning to his ancient slumber.  Next time, next time Gormbreak rises, we Orcs will be strong.  We will be ready." - Orc Chieftain Jawbreaker Beast

Add flavor. 

Tactic details:

Tribal Orcs fight for honor, glory, and scars.  Forsaking any Defense, swinging with their full attack every turn.

AC: 15      +3 THACO / +5 Damage
hp 3                                          Sword    4-8 +3

Mercenary Orcs received training or survived enough fights to know tactics. 

AC: 21      +6 THACO / +3 Damage
hp 3                  Sword    4-8 +3
                  Spear    2-8 +3
                  Crossbow   1-10

Saves: Fort +2, Ref +1, Will +0

Experienced Orcs pick Weapon Focus or a ranged Weapon Proficiency using cover, tactics and when available poison. 

Special Tactics: None       i.e. Improved Grab, Poison, etc. 

The numerous Orc tribes hold undisputed domain over the eastern mountain ranges and have waged a century's long war against their neighbors and most recently the tribes of the Steps.

Where this monster fits in the world. 

Indicators of Orcs:
Loud rhythmic drumming. 
Hunting parties disrupting normal wildlife patterns. 
Pillars of campfire smoke. 
Smaller tribes being absorbed or displaced. 

Where there's smoke, there's orcs.