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- {
- "breadcrumbs": [
- "Chapter 2: Tools\r\n",
- "Building Creatures\r\n",
- "Understanding and Choosing Statistics"
- ],
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- "markdown": "<title level=\"1\" right=\"Rules\">[Push and Pull](/Rules.aspx?ID=998)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 57</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\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</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "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"
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- "rarity": "common",
- "release_date": "2020-02-26",
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- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 57</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Understanding and Choosing Statistics\r\n</additional-info>",
- "source": [
- "Gamemastery Guide"
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- "source_raw": [
- "Gamemastery Guide pg. 57"
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- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 57</row>",
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- "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! ",
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- "url": "/Rules.aspx?ID=998",
- "weakness": {}
- }
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