Smaller stat blocks; what can be taken out and not damage game play. What woud you chop ?


Homebrew and House Rules


So, I want to make quick reference cards of encounters for faster play but I'm not sure what do get rid of, like skills, SQs, stat points and so on.

Thanks all.


I'd imagine Ecology and Groups could be taken out. But if you know what kind of encounter it's going to be, you can cut out everything but exactly what you need.


I'd also like to use this method for random encounters. Ecology and groups is a great start.


All skills but stealth and perception feels superfluous for the average monster. Diplomacy, sense motive and bluff are only needed if they can negotiate with the enemy.

I often only write down
initiative,
perception/stealth,
HP,
All types of AC
Saves,
dr,
resistances,
Attacks,
and feats/special abilities which aren't passive.

Cmb/cmd is needed, most spells are neglectable, and ability scores is only needed if your players have a way of damaging ability scores.

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Use Numenera's method of summarizing a monster/NPC's skills. A statblock in that game basically said "This monster has a +X in skills it's good at, a +Y in skills it sucks at, and a +Z in all other skills."

Sovereign Court

Pathfinder Starfinder Adventure Path Subscriber

I would just use unchained monsters if I were trying to cut down the stat blocks.


Cyrad wrote:
Use Numenera's method of summarizing a monster/NPC's skills. A statblock in that game basically said "This monster has a +X in skills it's good at, a +Y in skills it sucks at, and a +Z in all other skills."

So I was able to find some of the rules on and it seems really interesting but I could not find any visual examples. Do you have a link ?


Orc: AC 6, MV 9", hp 4, #At 1, Dmg 1-8.

That's a pretty short stat block!
1e was great for that.

Scarab Sages

Yeah, unchained really helps once you figure it out.

RPG Superstar Season 9 Top 16

Lastoutkast wrote:
Cyrad wrote:
Use Numenera's method of summarizing a monster/NPC's skills. A statblock in that game basically said "This monster has a +X in skills it's good at, a +Y in skills it sucks at, and a +Z in all other skills."
So I was able to find some of the rules on and it seems really interesting but I could not find any visual examples. Do you have a link ?

This has some sample monsters. Metal rat is a good example. Basically, the creature's level determines its skills and DCs. The metal rat is a 1st level monster that's considered 2nd level for speed, 4th level for climbing, and 4th level for breaking stuff via chewing and clawing.

In the context of Pathfinder, you could come up with a basic skill bonus formula based on the creature's hit dice and then provide modifications. For example, a dog might have:

Skills +1; +4 Acrobatics (jump), Perception, Survival (scent)

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