I'm not sure I understand what you mean.
You don't have to stretch out combat to make sure a monster can use its nifty powers, combat is stretched out in 4th Ed, regardless (it is designed that way).
I'm not sure I understand what you mean.
You don't have to stretch out combat to make sure a monster can use its nifty powers, combat is stretched out in 4th Ed, regardless (it is designed that way).
That's right, the encounters were designed to last long, which gave you the opportunity to use these powers, that doesn't mean at all that you had to stretch the combat in order to use them all.
I'd rather have fewer creatures rather than lots and lots of HP bags.
When I look at the kobold entry, I see half-a-column of mostly bland mechanics (incuding 4 lines plus spacing to tell me that it stabs somewhat feebly with a dagger and hurls stones with a sling). I think the most rooky GM could come up with that sort of thing after a session or two, and if that is all the MM is offering, mechanics-wise, then why bother? Just provide the flavour text and a reference to some generic "small humanoid" stats.Why would richness need to be in the form of mechanics?
When I look at the kobold entry, I see half-a-column of mostly bland mechanics (incuding 4 lines plus spacing to tell me that it stabs somewhat feebly with a dagger and hurls stones with a sling). I think the most rooky GM could come up with that sort of thing after a session or two, and if that is all the MM is offering, mechanics-wise, then why bother? Just provide the flavour text and a reference to some generic "small humanoid" stats.
The interesting mechanical features of a kobold are its pack tactics and its sunlight sensitivity. This is the sort of thing that professional designers can come up with. I read the posters that I agreed with asking for more along these lines. I agree with them: if the Monster Manual is going to be built around mechanical stats, I prefer them to be interesting.
I disagree with the OP on almost everything, I think that the MM is a great book, very functional at what it does which is as a creature catalogue, basically, if you are fine with using stock monsters (like most of the DMs are, and I'm not talking about us nutjobs in the forums) than you don't need anything else but the MM.
If you are the kind of DMG who likes to tinker and build your own monsters than the DMG a is the book for you, otherwise you can just buy the PHB and DMG and be done with that.
I kinda agree about the monsters by CR list but I got a strong suspicion that one of the reasons for omitting this is because the monster list will grow in the future and WotC felt that it will be more helpful to have a central list for those, couple that with the fact that you don't realy need to adhere closely to the CR rating like in older editions and for me it's not such a great concern.
Warder
So do I.
I think the OP forgets that much of this was due in part to playtest feedback. CR tables and creating monsters belongs in the DMG. Plus, its coming across that the OP just wants to find fault. Wizards is providing a list to download. I find the MM the best MM that has been put out for D&D becuase it give me a thoroughly comprehensive catalogue of monsters in a very simple to follow format.
It was a neat idea, but you might be the only one who misses it.My only quibble is that I still miss the three ring binder form factor of the 2e Monstrous Compendium. It was modular, customizable, expandable, and laid flat on the table during the game. It's a nitpick though, I really love this book.