"Old School" Monster Format and House Rules


Homebrew and House Rules

Liberty's Edge

One of the things that I find difficult is dealing with monster/enemy stat blocks in Pathfinder. While I enjoy the game and I know my players enjoy all the mechanical fiddly bits associated with it, as a GM I make an effort to be able to improvise and run on the fly. "Old school" versions of the game -- AD&D, B/X and the like -- made this easy with much simpler stat blcoks, as well as an assumption that monsters worked on a different system than do PCs.

What follows is a basic system for statting and using monsters in a manner more consistent with the old style, for the sole purpose of making the job of the GM easier. Some inspiration is taken not only from the Old School, but also games like Castles and Crusades and even D&D 4E.

First off, I am using the monster design rules (founde here) as a basis for my math -- even though I am not sure the math actually works out. Second, I am doing my "conversion"/design work on creatures from Jade Regent, simply because I am running that AP right now and splitting my prep time resources is a bad idea.

My primary goal is to eliminate a good chunk of the random numbers inherent in a stat block and harken back to the Old School days where much of the information you needed to run a monster was in its Hit Dice. For this project, I have looked into using both CR and HD, and I keep falling back on the latter simply because the core information I want to stop worrying about (attack bonuses, saves, skills) are all based on HD values, not CR values.

Anyway, allow me to explain by example. Here's the Dire Corby. It's PF stat block can be found here. What I want is something that looks more like this:

DIRE CORBY (CR 1; 400 XP)
NE Medium Monstrous Humanoid
Move: 30 (climb 30)
HD(hp): 2(15)
AC/CMB: 13
Attacks: 2 claws (1d4+1)
Prime Save: Ref
Prime Abilities: Str, Dex
Special Qualities: Darkvision 60', Stalker
Special Attacks: Pounce, Rend (1d4+1)
Special Defense: Ferocity

Some explanations:
the die size of the HD does not matter; the hp are pulled from the linked chart
I want to avoid dealing with multiple layers of AC and would rather create a standard rule, something like a touch attack OR a flat footed attack penalizes AC by 1/2 AC-10
the "stalker" special quality is a universal monster rule element I will add, not unlike a 4E "role" that adds bonuses to specific rolls (stalker being +HD Perception and +HD stealth)
lots of use of universal monster rules, obviously

As to the missing information, it's tied up in HD. Initiative=+HD. Attack Bonus=+HDX1.5. Good Saves=+HD+2. Poor Saves=+HD/2. If a "skill roll" is needed, the creature makes an ability check. For a Prim ability, it is +HDx2, or just +HD for a non-prime. I am not sure whether this stuff should be put right in the stat block (which will gum it up) or if it should be on a handy dandy chart to hand on the GM screen.

The goal, of course, is to make life easier, not slavishly "convert" the PF info. You'll note, for example, I left out the necessary acrobatics check for the Dire Corby pounce ability. It is, IMO, a needless complication.

My next goal is to eliminate the "spell like ability" and simplify SLA-heavy creatures with unique and interesting powers. I will be freely examing and probably stealing from 4E for this.

Thoughts? Suggestions?


A streamlined game is always fun for me to run or play in, but Pathfinder is built on a complex frame of simple little pieces that all combine to make a - sometimes monstrously complex - whole. I think I'd actually look at another game system - possibly M&M3e for rewriting things to this level.

Liberty's Edge

HappyDaze wrote:
A streamlined game is always fun for me to run or play in, but Pathfinder is built on a complex frame of simple little pieces that all combine to make a - sometimes monstrously complex - whole. I think I'd actually look at another game system - possibly M&M3e for rewriting things to this level.

The problem with that solution is that my players love the complexity of Pathfinder from their end, and I love the products that Paizo produces. It is actually more economical and easier to create converted monster rules than it is to, say, decide to to switch games over to C&C (where I would have to do a whole bunch of conversion of the APs anyway, and my player's would be less happy because of C&C's more restrictive character generation/definition system).

More importantly, if the work I do is on my side of the screen and goes mostly unnoticed by the players, it has the added bonus of not disrupting play with house rules with which the players have to concern themselves.


Well you can sort of do both...

Perhaps a 'cut down' stat block you can just drop into your written adventures, and refer back to the rulebook if something actually comes up that you need?

The 'cut down' blocks can be used on trivial/incidental/unimportant NPC/Monsters, with more detail added back for more BBEG types.

If you have the guts of the statblock, you can sort of run stuff a bit more on the fly, just pick out the iportant key issues... as opposed to having to worry about the creatures SIWCDC, for example.

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