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Blackdirge's page

180 posts. No reviews. No lists. No wishlists. 1 alias.

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Russ Taylor wrote:
I'd certainly like to see it. I've done a lot of stat block editing myself for the RPGA, but there's always room to grow. Thanks!

Great job, Russ. That was a bear of a stat block, and the errors you made were very minor; in fact, the AC is the only real “error,” the rest are pretty nitpicky.

Your grade, sir, for this stat block is an A-. Without the AC error, I would have given you a solid A.

Spd: The number of squares Seskadrin can move in a round (6) should be listed next to his land speed. However, this may not be Paizo formatting, although it is standard for WoTC.

Melee: The damage for the +1 elf bane trident should be listed as (2d6+7 plus 2d6 against elves)

Hp: Should be 144 (monstrous humanoids [4.5 +4 Con]*8 plus paladin [5.5+4 Con]*8)

AC: It looks like his base armor class should be 23 (-1 size, +1 Dex, +7 natural, +4 bracers, +2 ring), which would make his touch AC 12, and his flat-footed AC 22

Spell-Like Abilities: Add the saving throw DC for the contagion spell. It should be: contagion (DC 15 [+3 spell, +2 Wis]), This really should be done for all spells and spell-like abilities that require saving throws.

Blood Frenzy: Personally, for abilities like rage and blood frenzy, I like to see a listing of all the stat block entries that are affected by the condition. For example, how the ogre barbarian is listed in the SRD.


I was wondering if any of the contestants would like a critique of their villain stat block. I've been working in the industry as a writer, editor, and stat block editor for three years now, and I would be more than happy to offer my expertise.

What I want to do is go through the stat block (and only the stat block) and point out any formatting, math, or other errors that I find. It could be a really helpful tool for later rounds, especially the upcoming monster round. I will not make any comments on flavor or creativity; this will be a straight mechanical critique.

I'll only do this for contestants that request it. I've actually finished the critique for the first entry. So, Mr. MacLeod, if you'd like to see my critique of Torquil, let me know. Don't worry; you did a very good job. =]

BD


William McNulty wrote:

There are some interesting posts about which is more important: Game Mechanics or Creativity. Some voters are solely going to judge us based only on the sat blocks. Other with do it by the creative content found in the description. Being one of the Top 16, I realize it was the latter that got me here. I understand the rules of the game. I do have my weak points, but it has always been my creativity that the players of games I run look forward to. Not my stat block or my proper use of spells.

That is not to say throw out the rules, but realize the rules are just a mechanic for setting up boundaries and resolving conflicts. When we run a game, we are telling a story where the characters aren't controlled by the author. What makes the game fun or what creates some of our greatest role-playing moments has nothing to do with the rules or mechanics. It is the interaction between character and story that the game is all about. Again, we needs rules, but rules and mechanics shouldn't get in the way of game flow and fun.

Very often in threads I see DM's droning on about mechanics solutions to story problems. Like in the "Hook Mountain Massacre" of Pathfinders, there is a big thread about what to do about the dam, water flow, silt built up, average rain fall, and such. Not the say this isn't really important, but it has nothing to do with the story. If movies really went into the science behind what was happening, it would be a very boring, non-dramatic film.

Also I dislike players that build a character based on mechanics and not back-story and personality. Often I feel I'm DMing for some robots. The fun stuff is when the sob drunken fighter has to bodyguard a aristocrat who is going to the opera. Monkey in a monkey suit. Good stuff.

And yes, as a designer, if I'm writing for other DM my rules should be solid. But I assume for many of us this is our first time really doing this. You can learn rules and stat blocks. You can't learn to be creative or inspire gamers.

Sorry to the...

I certainly don't think expertise with game mechanics trumps creativity; however, a game designer is not just a storyteller, he is what his title suggests, one who designs games. It is therefore important that such an individual have the ability to translate his ideas into the game system he designs for; otherwise, his game may be unplayable, or require an inordinate amount of work from an editing staff to correct.

Personally, I expect flawless stat blocks and mechanical execution from the contestants. There is absolutely no reason why an RPG Superstar cannot do that for a single stat block in 5 days. The stat block should be checked, double checked, and triple checked, along with grammar, spelling, and punctuation for the entire entry. I've designed monsters and NPCs for clients under similar time constraints, and I would hold the contestants in RPG Superstar to standards no less stringent than what I adhere to in my own work.

I'm not saying that I will vote solely on the execution of stat blocks; I do want to see creative villains. However, a shoddy stat block, or poor mechanical execution, will definitely affect my vote.

I don’t mean to sound harsh; I know my standards may be a bit more exacting than other voters. However, I know there are contestants in the top 16 that are more than capable of a perfect entry, and that's what I expect an RPG Superstar to strive for.

BD


Clouds Without Water wrote:
Blackdirge wrote:
Clouds Without Water wrote:


Hopefully everyone makes it though the technical aspects safely.

For my personal part, I don't intend to vote based on mechanics and rules at all. I'm sure others will, and I can understand why someone would, but I won't.

Not to pick on you Clouds, but I don't understand this reasoning. The point of this contest is to find a "game designer," not an "idea designer" or a "concept designer." To me, being a game designer is not just about creativity; it's also about having an expertise with the technical (mechanical) aspects of the game you design for. I'll be looking for a contestant that can marry those two things together, and that's where my vote will go. Personally, I don't think that's too much to ask of an "RPG Superstar".

BD

Because honestly, mechanics can be sorted out. True creativity can't.

I agree with this to a point. However, being a game designer means implementing your ideas via the mechanics of the d20 system (in this case). A game designer that does not have a deep understanding of the rules can probably churn our a decent NPC without too much difficulty; however, when it comes to designing new feats, monsters, prestige classes, etc. from whole cloth, then you run into problems. Without that expertise with the rules, it is very difficult to create new game material that is balanced and mechanically sound. Typically, an editor has to do an extensive rewrite for designers like this, which costs the publisher more money, time, and effort. I speak from personal experience on this issue.

So, in other words, all the creativity in the world can’t fix bad presentation. In my opinion, a good game designer (and especially an RPG Superstar) should be able to implement his ideas within the system he designs for without relying on the editorial staff to make his ideas work.

BD


Clouds Without Water wrote:


Hopefully everyone makes it though the technical aspects safely.

For my personal part, I don't intend to vote based on mechanics and rules at all. I'm sure others will, and I can understand why someone would, but I won't.

Not to pick on you Clouds, but I don't understand this reasoning. The point of this contest is to find a "game designer," not an "idea designer" or a "concept designer." To me, being a game designer is not just about creativity; it's also about having an expertise with the technical (mechanical) aspects of the game you design for. I'll be looking for a contestant that can marry those two things together, and that's where my vote will go. Personally, I don't think that's too much to ask of an "RPG Superstar".

BD


Clark Peterson wrote:


Advice and discussion in general is one thing. But helping with specific questions is another. I dont see anything here yet that is a problem. But please be careful. Answering questions about auras and such is fine (though frankly I dont know how a supposed superstar doesnt know what that is).

Blackdirge, you dont have to stop posting. Your comments are really helpful. But just make sure people dont post questions and answers for things that appear in their villain. I understand that you cant control what people post, and no one is getting DQ'd if someone else asks a question related to something you might be considering and it gets answered. That isnt your fault. But maybe in light of that we should cool our jets with specific stat block stuff for a bit.

Undestood. With the warnings you've posted, I don't think any of the top 16 would make the mistake of asking questions specific to their villian.

In Samuel's defense, I can understand how a game designer might not be familiar with some of the entries in the new stat block format. It's technically not SRD, and there are a lot of publishers (even big ones) that don't use it. The publishers and game designers that do use it, like myself, have had to cobble together how it works by example or from non-SRD sources. But that said, I see your point, an RPG Superstar should have the research skills to find the information he needs.

BD


Clark Peterson wrote:
If a contestant posts a question, you answer it, and it is a part of their entry--thats a DQ.

Got it, I won't answer any more questions. I certainly don't want anyone to get disqualified on my account.

BD


Cool, the stat block format for this round is basically the new WoTC-style block with a couple of extras. I use this format for all the products under Blackdirge Publishing, so I can field your aura question.

The aura entry is for any special ability that takes effect anytime another creature comes within a certain distance of it. Examples would be a blackguard’s aura of despair or a devil's fear aura. Usually the range of the aura and the DC of any applicable saving throw is listed in parentheses next to the aura type.

So, if your villain is a pit fiend, you would list his fear aura entry like this:

Aura fear (20 ft., DC 27)

Let me know if you have any other questions about the format (if that's okay with the judges).

BD


gbonehead wrote:

Yeah, I use that all the time, but I've never used it for fighter (or other class) bonus feats, only for ones that are fixed (like all of the ones a vampire gets).

Personally, I'd probably notate class bonus feats differently, since they're typically selected from a list. I've always considered the bonus feats to be immutable, whereas if I'm going to tweak a creature with fighter levels, the fighter bonus feats are fair game for swapping out.

Hmm, this may not be strict SRD formatting (class-based feats); however, I will say that in all the new WoTC products, they do denote class-based bonus feats with the superscript B. Personally, I think it's a good idea to do it this way, if only to help with bookkeeping.

gbonehead wrote:
That's from people stuck in 3.0 land; back in 3e it used to be that way.

Very true, but I still see it when I'm editing.

BD


Shade wrote:

I've done editing for several books and have worked on monsters for the Creature Catalogue for several years. Besides the excellent guidelines Blackdirge posted above, here are a few more:

"Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a -6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet."

http://www.d20srd.org/srd/skills/jump.htm

Another thing people frequently miss is the additional +2 synergy bonus for every additional 20 ranks the character has in the skill.

Thus, 25 ranks in Jump grant a +4 bonus to Tumble, 45 grants a +6 bonus, and so on.

http://www.d20srd.org/srd/epic/skills.htm

Always note the prereqs when selecting feats. Weapon Focus and Weapon Finesse both require a +1 BAB, so creatures other than dragons, magical beasts, monstrous humanoids, and outsiders must have at least 2 HD to qualify for these feats. Power Attack requires Str 13, and Improved Critical requires a +8 BAB.

Also, many people still seem to think that Weapon Finesse applies to a specific weapon. It doesn't. No need to list Weapon Finesse (claw), for example.

If you use Quicken Spell-Like Ability, make sure to check the minimum caster level required to quicken the ability. I've seen several official creatures with Quicken Spell-Like Ability (greater teleport), which isn't possible with the feat as written.

Ooh, those are good ones, especially the Weapon Finesse issue; I've seen that one a lot.

BD


Ross Byers wrote:
Jeb Boyt wrote:

Thanks for the advice.

I do have one question though.

Blackdirge wrote:

Feats

Make sure you denote bonus feats with a superscript “B.” This includes bonus feats from templates, race, and levels in the fighter class.

Where does this come from? I don't believe I've ever seen this used.

It is an interesting idea for capturing the char gen accounting, but I'm not sure that the benefit is greater than the effort required for implementation.

I've seen this as a matter of preference, but in a world where we show our work, it's essential.

Guys, this is standard SRD formatting. See here: http://www.d20srd.org/srd/monsters/vampire.htm#vampireSpawn

Edit: As another poster pointed out, a superscript B may not be possible on a message board post. If that's the case, I would suggest using an asterisk to denote bonus feats.

BD


David Holden wrote:
Blackdirge wrote:

Monster Type

The errors I've seen here usually crop up after the edition of a template, as many templates change the base creature’s type, and may add additional subtypes.
I just wanted to say that I love that misspelling you used. =) I really should watch out to make sure I don't apply a 2E template to a 3.5E one! ^_^

Heh, that should read "addition."

Ye Editor.


thatboomerkid wrote:
Blackdirge wrote:
JoelF847 wrote:

[

Wouldn't another exception be synergy bonuses which are conditional? For instance, knowledge (nature) gives a synergy bonus to survival in above ground natural environments, but not to all survival skills.

Nope. Survival would be listed since it can be used untrained, and the condition would be listed in parentheses next to it. It would like this: Survival +2 (+4 in aboveground natural environments).

BD

Wow. This guy is good.

Alright, pencil sharpening time - this is going to be HARD FUN.

Thanks.

I'll try to post any other common mistakes I can remember.

For me, had I made it into the top 32, this level and the next would have been the most fun to do. Designing NPCs (especially villians) and monsters is kind of my thing. =]

BD


JoelF847 wrote:
Blackdirge wrote:


Synergy bonuses must be included in the final skill modifier for a monster or NPC. Even if a monster or character has no ranks in a particular skill, the skill should still be listed if there is a synergy bonus present. The exception to this rule are skills that can't be used untrained, such as the Tumble skill. So, for instance, if your villian has 5 ranks in Jump, but no ranks in Tumble, he doesn't get the +2 synnergy bonus, and Tumble is not listed among his skills.
Wouldn't another exception be synergy bonuses which are conditional? For instance, knowledge (nature) gives a synergy bonus to survival in above ground natural environments, but not to all survival skills.

Nope. Survival would be listed since it can be used untrained, and the condition would be listed in parentheses next to it. It would like this: Survival +2 (+4 in aboveground natural environments).

BD


Clark Peterson wrote:

This leads me to an important rule clarification.

"All writing and stat blocking MUST be done by the author and may not be checked or reviewed by an outside person or source."

I'm sorry, Clark. I wasn't fishing for work or anything. Just trying to be helpful. =]

BD


Hi all, my name is Aeryn Rudel, although most people know me by my EN World handle “Blackdirge.” I’ve been working as a freelance RPG designer and editor for a couple of years now, and a lot of the freelance work I’ve done involves stat block creation and editing. In fact, if you look at the last thirty or so products released by Goodman Games (especially the DCCs and the Xcrawl stuff), you’ll see me listed as a proofreader, editor, or stat block editor, or all three. Anyway, I thought I might offer a little stat block advice for those advancing to the next round.

Below, I’ve highlighted just a few things to watch out for when creating your stat blocks. This includes some of the more common errors I've seen when editing.

Monster Type

The errors I've seen here usually crop up after the edition of a template, as many templates change the base creature’s type, and may add additional subtypes. For example, the addition of the vampire template changes the type of the base creature to Undead and adds the Augmented subtype. Most often, it’s the subtypes that are forgotten. So, if you plan to use a template for your villain, make sure you have the right type and subtype listed.

Feats

Make sure you denote bonus feats with a superscript “B.” This includes bonus feats from templates, race, and levels in the fighter class.

Skills

I find more errors here when editing than anywhere else. These errors are almost always attributable to the same two things: synergy bonuses and racial bonuses.

Synergy bonuses must be included in the final skill modifier for a monster or NPC. Even if a monster or character has no ranks in a particular skill, the skill should still be listed if there is a synergy bonus present. The exception to this rule are skills that can't be used untrained, such as the Tumble skill. So, for instance, if your villian has 5 ranks in Jump, but no ranks in Tumble, he doesn't get the +2 synnergy bonus, and Tumble is not listed among his skills.

Racial bonuses are treated the same way as synergy bonuses. Even if your elf has no ranks in Listen, he still gets his +2 racial bonus, and Listen should be included in his skill list.

Other things that should be included in your villain’s final skill modifiers are armor check penalties, feat bonuses, and bonuses or penalties for movement rate (Climb, Jump, Swim).

Ability Scores

The most common problem I see here is using a “0” instead of a “-“ for a monster that has no score in a certain ability score. The first denotes a helpless, debilitative state from ability damage or drain, while the second denotes the absolute lack of a score due to the nature of the monster.

Miscellaneous Modifiers

Make a checklist of things that commonly modify stats (ability scores, feats, racial bonuses, magical items, etc.) and run through it once you’ve finished your stat block. This is especially important for the AC, Saves, Attack/Full Attack, and Skill entries. A checklist will help you remember everything, especially when stat blocks get complicated with the addition of templates, class levels, and magical items.

Check Your Math!

Seriously, use a calculator or, even better, use a spreadsheet. Do not try to add up the base attack modifier for a half-dragon minotaur fighter5/rogue5/wizard5 in your head. You will screw it up. =]

Good luck in the next round!


I love the concept, very Lovecraftian.

I think your concept had a lot of potential, but in the end the item ended up being a "spell in a can." Of course, that doesn't make it a bad item, and, speaking as a publisher, I would happily include this in a book of magical items. However, for RPG Superstar, if I were judging, I would have wanted to see some kind of really bizarre effect on the outside world, something other than a spell effect. More of the Lovecraftian theme would have been cool. You know: insanity, people turning into horrid monstrosities from beyond space and time, the very laws of physics turned upside-down, that kind of thing. =]

BD


Patrick Walsh wrote:
Blackdirge wrote:

Here's my item. Mr. Mona has graciously told me that it was in the top 71. Now that I have seen the finalists, and had a chance to listen to the judges talk about their decisions, I think I know what kept me out of the top 32. But hey, top 71 is fine by me.

Fulbert’s Fabulous Finger

This is a good item (as making the top 71 shows). I read the responses from the judges in the other thread and cannot hope to top that (even though I can't remember the specifics just this moment). I do agree the "fourth power" you mentioned would have sunk this immediately and commend you on your restraint.

Thanks. The stinking cloud thing was a very bad idea, although it did make me chuckle. =]

I think had I focused on more abilites like the scroll-copying power, rather than "spell in a can effects," I might have done better.

BD


Darkjoy wrote:
Blackdirge wrote:
The saving throw for an item's spell-like powers are calculated like this: spell level + the ability modifier of the minimum ability score needed to cast the spell (DMG, pg 214). For example, my items powers are all 1st level; therefore the DCs are 11.
Duh...I know, but it could have been that you would've liked to umph the item a bit ;->

Sorry, I didn't mean to come off condescending.

You know, I think the best way to add a bit more power to the item would be to simply swap out the spells. Replace charm person, true strike, and cause fear with charm monster, searing light, and fear, or something to that effect. That would raise the saving throws to 16, 14, and 16 respectively.

BD


Darkjoy wrote:
Blackdirge wrote:


Fulbert’s Fabulous Finger

This is really good, and better than some of the current winners, the only thing that I would like to add were saving throw DC's.

Thanks.

The saving throw DC is a gray area in the SRD. Sometimes DCs are given for an item (eyes of doom) and sometimes they aren't (helm of brilliance). The saving throw for an item's spell-like powers are calculated like this: spell level + the ability modifier of the minimum ability score needed to cast the spell (DMG, pg 214). For example, my items powers are all 1st level; therefore the DCs are 11.

If I had had more word count to play with, I probably would have just included the DCs. However, it's not outside of standard SRD formatting to not include them, as crazy as that is. =]

BD


Here's my item. Mr. Mona has graciously told me that it was in the top 71. Now that I have seen the finalists, and had a chance to listen to the judges talk about their decisions, I think I know what kept me out of the top 32. But hey, top 71 is fine by me.

Fulbert’s Fabulous Finger

This device is a bronze articulated sheath that fits snugly over the index finger of any humanoid creature up to size Large. Fulbert’s fabulous finger uses a ring slot, and produces the following magical effects with the appropriate gesture (a standard action). Each ability is usable three times per day.


  • Making the “come hither” motion at a target produces the effects of a charm person spell.
  • Pointing at a target produces the effects of a true strike spell.
  • Admonishing a target by wagging the finger produces the effects of a cause fear spell.

The final ability of Fulbert’s fabulous finger allows its owner to copy and store spells scribed upon scrolls by tracing the magical script with the finger (a standard action per spell copied). This ability functions as a ring of spell storing, save the finger can only store a spell that was copied from a scroll. The spell is erased from the scroll after copying. Fulbert’s fabulous finger can hold up to five levels of spells.

Moderate divination, evocation, illusion, and necromancy; CL 9th; Craft Wondrous Item, cause fear, charm person, imbue with spell-like ability, true strike; Price 89,280 gp.


Erik Mona wrote:
Blackdirge wrote:

Heh, you know, I came very close to adding a fourth spell effect: pulling the finger would have released a stinking cloud spell. I decided against it because I didn't want to make the item too jokey. =]

That would have killed it dead for me.

Yeah, I had a chuckle, thought it about seriously, and then came to the realization that 3rd-grade humor probably doesn't belong in a contest with the word "Superstar" in the title. =]

BD


Hey Justin, here's mine. I'm told it was in the Top 71.

Fulbert’s Fabulous Finger

This device is a bronze articulated sheath that fits snugly over the index finger of any humanoid creature up to size Large. Fulbert’s fabulous finger uses a ring slot, and produces the following magical effects with the appropriate gesture (a standard action). Each ability is usable three times per day.


  • Making the “come hither” motion at a target produces the effects of a charm person spell.
  • Pointing at a target produces the effects of a true strike spell.
  • Admonishing a target by wagging the finger produces the effects of a cause fear spell.

The final ability of Fulbert’s fabulous finger allows its owner to copy and store spells scribed upon scrolls by tracing the magical script with the finger (a standard action per spell copied). This ability functions as a ring of spell storing, save the finger can only store a spell that was copied from a scroll. The spell is erased from the scroll after copying. Fulbert’s fabulous finger can hold up to five levels of spells.

Moderate divination, evocation, illusion, and necromancy; CL 9th; Craft Wondrous Item, cause fear, charm person, imbue with spell-like ability, true strike; Price 89,280 gp.


Erik Mona wrote:
I liked Fulbert's Fabulous Finger! It was in the Top 71.

Awesome. Looking back on it, I should have designed it as less of a "spell in a can," but hey, top 71 is fine with me.

Heh, you know, I came very close to adding a fourth spell effect: pulling the finger would have released a stinking cloud spell. I decided against it because I didn't want to make the item too jokey. =]

Thanks,

BD


Hey Clark,

Just a quick question. I'm dying to know if my item, Fulbert's Fabulous Finger, was bounced because it's too close to being a ring, or perhaps it fits the criteria for the "terrible name" issue you mentioned in the first post. =]

Thanks

BD


Koldoon wrote:

Item pricing is a headache and one of the reasons I don't like designing magic items. Even when you do it by the book it's often clearly wrong. I also like items that don't exactly duplicate spell effects, for which you often have to make a best guess for which spell to use. Or an item that can do some but not all of what a spell allows you to do. It just makes the design very difficult.

I just hope I got my pricing in the right ballpark.

- Ashavan

It's fairly straightforward with everything but wondrous items, but it's still a whole lot of number crunching. This is definitely one of those things I hope they address with 4E.

BD


The OP posted his item over at EN World and asked for some pricing help. Here's what I came up with based on the item, as written.

It's basically a continuous use item roughly duplicating the effect of an 8th level spell (create greater undead). The formula for that is Spell level x caster level x 2,000 gp, so your formula is 8 x 15 x 2000, which equals 240,000 and puts it into artifact territory.

That seems a bit high, even with all the benefits it provides.

The other way to price it would be to find items that duplicate the amulet's abilities. In this case you would have the following items:

Periapt of Health (immunity to disease) - 7,500 gp
Periapt of Proof against Poison (immunity to poison) - 27,000
Heavy Fortification armor special ability (immunity to critical hits and sneak attacks) - 25,000

These three items combined give you a total of 59,500 gp, which I think is far too low.

And here we have the problem of 3.5 magic item pricing, the oft mentioned black art. The first total is by the book, but gives a very high price; the second total is from the hip, and gives a total that's too low. So you either go with one or the other and cross your fingers, or split the difference...and cross your fingers. :)

BD


Where's the rush?

I'm actually surprised that so many have already submitted, especially since the due date isn't for another 12 days. Sure, I've written the first draft, but I'm going to take the next ten days or so to let the idea marinate, just in case I come up with something better, or I realize I've made a mistake somewhere.

Just my two cents.

BD


Erik Mona wrote:
We're going to amend the rules to say that you are only disqualified if you're a full-time employee of a print publisher. So you're ok to enter.

Excellent. Thanks.

BD


I own Blackdirge Publishing, does that count as being employed full time by an RPG company? Even though I'm a fulltime freelancer, to date, I haven't appeared on the cover of any "hardback" title.

Am I out?

BD

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