Monster Design in D&D Next, Part 2
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    Monster Design in D&D Next, Part 2

    In this week's Legends & Lore, Mike tackles monsters again, but this time he focuses on complexity, numbers, and presentation.

    Read Monster Design in D&D Next, Part 2 on D&D Insider here!

  2. #2
    It provides a better fit with world building. The orc warband that can threaten an 8th-level party is still too few in number to sack a town. A great wyrm can attack the town and destroy it, but it still risks death if the town guard can turn catapults, ballistae, and massed crossbow fire against it.
    Great to hear the rules serve the setting!

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    A world where the monsters' place in the world and their stats make sense?

    What is this heresy?!

    If they can get high level spellcasters to make sense in the world....

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    Well Mike's saying lots of things that I'm nodding to. Good stuff again.

    Best Regards
    Herremann the Wise

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    I also like it, I just wish the tactical module will have a grid less subset as well as rules for using a grid.

    Warder

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    Addition to my above post.

    Although I like the idea that the mechanics work in the background (the militia can kill the dragon), it does minimize the importance of the heroes. It stabs at their necessity a lot. Why do you need the heroes if you can take out the dragon?

    It creates the "Elminister Excuse"

    "I'm too busy running the city. Kill the goblins for me. I'll give you
    gold."
    "I'm too busy running the kingdom. Kill the dragon for me. I'll give you
    gold."
    "I'm too busy running the plane. Kill the demigod for me. I'll give you
    gold."

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