{ "breadcrumbs": [ "Chapter 2: Tools\r\n", "Building Creatures\r\n", "Understanding and Choosing Statistics" ], "breadcrumbs_spa": [], "category": "rules", "exclude_from_search": false, "id": "rules-998", "markdown": "[Push and Pull](/Rules.aspx?ID=998)\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 57\r\n\r\n\r\n\r\nWhen it comes to statistics, a creature should be balanced overall. That means if you’re giving a creature an extreme statistic, it should have some low or terrible statistics to compensate. For example, if you were making a creature extremely hard to hit by giving it an extreme AC, you’d likely give it lower saving throws or low HP. If a creature is great at spellcasting, it might need several low statistics to be a balanced challenge. There’s no perfect system for making these decisions. If you’ve made a creature that has four high stats and nothing low, or vice-versa, take another look. A creature’s strengths and weaknesses change the PCs’ strategies for dealing with it, and that’s what makes playing the game fun!\r\n\r\n\r\n\r\n\r\n\r\n\r\n", "name": "Push and Pull", "next_link": { "label": "Extreme Increases", "url": "/Rules.aspx?ID=999" }, "previous_link": { "label": "Develop the Concept\r\n", "url": "/Rules.aspx?ID=996" }, "rarity": "common", "release_date": "2020-02-26", "resistance": {}, "search_markdown": "\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 57\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Understanding and Choosing Statistics\r\n", "source": [ "Gamemastery Guide" ], "source_raw": [ "Gamemastery Guide pg. 57" ], "source_category": "Rulebooks", "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 57", "speed": {}, "text": " Push and Pull Source Gamemastery Guide pg. 57 When it comes to statistics, a creature should be balanced overall. That means if you’re giving a creature an extreme statistic, it should have some low or terrible statistics to compensate. For example, if you were making a creature extremely hard to hit by giving it an extreme AC, you’d likely give it lower saving throws or low HP. If a creature is great at spellcasting, it might need several low statistics to be a balanced challenge. There’s no perfect system for making these decisions. If you’ve made a creature that has four high stats and nothing low, or vice-versa, take another look. A creature’s strengths and weaknesses change the PCs’ strategies for dealing with it, and that’s what makes playing the game fun! ", "type": "Rules", "url": "/Rules.aspx?ID=998", "weakness": {} }