The * Frilond * Campaign
Abbreviating the New d20 Stat Block Format

The new d20 stat block format offers considerably better usability at the gaming table, but has been fairly criticized for being longer than the old format. Part of this is by design: the use of white space along with strategic bolding makes the new stat block much easier to read. But some of this extra length stems from redundancies built into the format. The following methods are offered for those looking to shorten their stat blocks for their own game. (For example, DMs trying to fit a stat block on to an index card.)

Fortunately, the designers of the D&D Miniatures game face a similar dilemma when fitting D&D stats on those little 2-1/2" x 3-1/2" cards. By adopting some of their strategies we can greatly reduce the size of our stat blocks.

1. Eliminate Redundant Information

The skills Spot and Listen show up on both the Senses and Skills line of the new stat block. Similarly, several feats may show up in multiple places. If a skill or feat is displayed in one place on the stat block, remove the redundant entry on the Skills or Feat line.

2. Eliminate Unnecessary Information

In d20 many feats are "always on" and their effects are built right into the stat block. For example, Skill Focus or Toughness. Since their effects are already accounted for, eliminate these unnecessary entries -- leaving only those feats that are use activated (Power Attack) or are triggered by certain circumstances (Combat Reflexes).

Similarly, several skills are either rarely used or will have virtually no impact in game play. This includes Appraise, Craft, Decipher Script, Disable Device, Forgery, Gather Information, Knowledge, Perform, Profession, and Speak Language. Unless the NPC will specifically use one of these skills in an encounter, or the skill is important to another ability (as Perform is to a bard), eliminate these skills from the stat block.

3. Abbreviate Common Terms

The D&D miniature cards frequently use abbreviations for common game terms.

Common Skill Abbreviations
Skill Abbrev
Balance Bal
Bluff Bluff
Climb Climb
Concentration Conc
Diplomacy Dipl
Disguise Disg
Escape Artist Esc
Handle Animal H Animal
Heal Heal
Hide Hide
Intimidate Intim
Jump Jump
Listen Lis
Move Silently M Sil
Open Lock Open L
Ride Ride
Search Srch
Sense Motive S Mot
Sleight Of Hand Slgt Hand
Spellcraft Spell
Spot Spot
Survival Surv
Swim Swim
Tumble Tmbl
Use Magic Device Use Mag Dev
Use Rope Use Rope
Common Feat Abbreviations
Feat Abbrev
Augment Summoning Aug Summon
Blind-Fight B-Fight
Combat Expertise Cbt Expert
Combat Reflexes Cbt Reflex
Cleave Cleave
Deflect Arrows Defl Arrows
Diehard Diehard
Dodge Dodge
Endurance Endur
Eschew Materials Eschew M
Far Shot Far Shot
Flyby Attack Flyby Atk
Great Cleave Great Cleave
Improved Bull Rush Imp Bull Rush
Improved Counterspell Imp Counterspell
Improved Disarm Imp Disarm
Improved Feint Imp Feint
Improved Grapple Imp Grp
Improved Overrun Imp Overrun
Improved Precise Shot Imp Prec Shot
Improved Shield Bash Imp Shield Bash
Improved Sunder Imp Sunder
Improved Trip Imp Trip
Mobility Mobil
Mounted Archery Mount Arch
Mounted Combat Mount Cbt
Natural Spell Nat Spell
Power Attack Pow Atk
Precise Shot Prec Shot
Point Blank Shot Pt Blk Shot
Quick Draw Quick D
Rapid Reload Rap Reload
Rapid Shot Rap Shot
Ride-By Attack Ride-By Atk
Run Run
Shot On The Run Shot on the Run
Snatch Arrows Snatch Arrows
Spirited Charge Spr Charge
Spring Attack Spring Atk
Stunning Fist Stun Fist
Track Track
Trample Trample
Two-Weapon Defense Two-Wpn Defense
Whirlwind Attack Whirlwind Atk

Similarly, many common spell or magic item names are abbreviated: det mag, mag missile, see invis, lgt bolt, cloak resist +1, and so on.

I also prefer to abbreviate the Abilities line to read S XX, D XX, I XX, W XX, Ch XX.

4. Abstract Special Abilities

Many class or racial special abilities are described in great detail in an attempt to address all the many corner cases and possible exceptions that could pop up in a game. However, much of this information is rarely needed and can be omitted or greatly reduced. So, rather than have a special ability entry that reads like this:

Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

Condense this information down into just a short entry on the Special Atk line:

Special Atk acid spray 1/rnd (10-ft cone, DC 13 Fort, 1d4+2 dmg)

Some abilities are so standardized that there is little need to enumerate what they do. For example, an energy vulnerability. Just marking this on the Weakness line should be sufficient.