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.
| 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 |
| 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.