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D&D 4E Thing I thought 4e did better: Monsters

pemerton

Legend
Except that the offscreen stuff often works better with rules. For example, we have rules for researching spells, crafting magic items, etc. and these take a long time. How long is partially determined by the rules we have in place.
By "offscreen stuff" [MENTION=87792]Neonchameleon[/MENTION] does not mean PC action declarations that take a long time to resolve in the fiction, and hence perhaps also take the PC out of commission for a while at the table.

He's talking about events that the GM is deciding occur to, or between, NPCs. (Eg explaining how a monster got to where it is, and why.)
 

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Imaro

Legend
Only in the sense that any world building - any decision about the content of the fiction that is not a result of a resolution procedure - is fiat.

But not in the sense of a departure or override of a resolution procedure that would normally apply.

Disagree... you are claiming that the Dragon not having some kind of "Corrupt Water" ability in his stat block means that by using DM fiat you are not overriding a resolution procedure that would normally apply... but you are in fact overriding the fact that said ability is not part of the Dragon's repertoire.

Yes. That is about applying changes to a stat block. Not about establishing backstory that happens to involve a monster - like a swamp that was magically created by a black dragon.

But we are discussing the approach of monster stat blocks and which is "better" by edition... so if you claim this is about backstory as opposed to monster stat blocks...why was it even brought up and why is it considered a factor in this discussion?

It is not about "giving a monster whatever you deem it needs". To make it true that, in the gameworld, the black dragon corrupted a once crystal-clear pond into a stagnant bog does not require me to "give" the black dragon anything. It just requires me to imagine (and, perhaps, write down) that foregoing story.

Much the same as writing that the prince fell in love with his mother's handmaiden doesn't require me to "give" the prince anything (like a "vulnerabiity to falling in love with handmaidens" entry in his statblock).

See above, now that you've explained it in these terms how does this have any relevance to the overarching discussion. We can create "backstory" for any monster in any edition... so it's a non-factor when discussing which monster stat block is better.



As to where this is set out: for me, it was made clear in Worlds & Monsters (pages 14, 18):
When the world team started talking about the D&D world . . . [w]e proposed D&D environments containing fantastic elements alongside more mundane features. These could include an island of rock perched atop a constant waterspout of titanic size, a river of lava that never cools or stops flowing, a grassy plane dotted with monolithic pillars that seemingly dropped from the skies, or a city of floating towers borne up by ancient magic. . . .

Magic permeates the planes and the world in the same way that air fills the sky. Normal people . . . benefit from their hedge mage's ability to ward of evil spirits . . . and their priest's capacity to bless crops.​

Magic permeates the world and creates fantastic environments. Hedge mages ward of evil spirits; priests bless crops. These aren't elements of stat blocks: they're elements of worldbuilding, and of establishing the backstory for the campaign. In the same vein, I don't a stat block to tell me that a black dragon can corrupt the water it dwells in: the MM (pp 75-6) tells me that it is a magical beast that breathes caustic green acid and is "naturally drawn to places where the Shadowfell's influence is strong." The fiction of the black dragon supports the fiction of its capacity, indeed its inevitable tendency, to corrupt water. It doesn't need a stat block.

(And to preempt a possible question: if a scneario involved the PCs protecting a pool from a black dragon's corruption, or reversing that corruption, the non-combat components off that would be a skill challenge. And skill challenges don't involve any opposed checks or action declarations by the GM. The GM just has to narrate the adversity in fictional terms; all the mechanical resolution is player side.)

So it's not actually in the D&D corebooks for 4e... and ultimately boils down to rule zero or worldbuilding... like in every other edition.

If that's the case then this has no relevance to what we are discussing... and I have to ask... why did @Neonchameleon bring this up as an advantage of 4e?
 
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You might not like it, but the fact is that a sizeable portion of the userbase wants their game to tell them how the world works.

Denying it won't change that.

But pointing out that Gygax was extremely clear that if you want a game to be a physics simulator then D&D doesn't do that is IMO absolutely valid. And pointing out that if you want a game to describe everything within the world then this means that the interactions with the game world can be no richer than the system allows for and is thus a bad consequence is IMO accurate.

This is a fundamental change in the game, and forces a change in my world. In my world dragons occasionally attack civilized areas. And armies of non-magical weapon wielding people could possibly kill a dragon, however unlikely. Again, one of the specific things that I consider a bad rule for our campaign. Plus a sword that is damaged and or broken is not color, it's a big deal if that's your only weapon.

And?

4e works with the mechanics being centred round the PCs. If something happens offstage you wouldn't play it out in as much detail anyway - at least not unless you wanted to sit at home rolling for 200 peasants vs a small dragon between sessions. It also doesn't have rules for very unlikely events; that's why we have a DM.

As I stated, I get that this is what people tell me. But why is it restricted to only this action, and also that the rule now forces the fiction - now it's angry. What if it's worried and decides to launch into the air out of reach. Of course you'll say I have the option to do that, but I'll cover that in a moment...

If it's fighting its instincts it isn't as effective. Of course it can flee - but it's fighting its instincts to do so. Try writing with your left hand - it's not as effective as your right.

And interestingly if the black dragon wants to flee with its instincts then its best approach is to see something and take its aggression out on that. I have no problem with this.

I like legendary actions, I didn't say I always liked how they were implemented. In 4e the stat block lists triggers - that is something that presumably causes one of the listed actions automatically. Again, forcing my fiction.

Nope. Triggers are opportunities; you don't have to actually pull the trigger. (4e monsters don't get things like feats of course - you just write down what the feat does).

Once again, a fundamental change in the way the game works. This is one of the biggest ones that predicated bounded accuracy. Because a bear is a bear is a bear. Sure you can have a juvenile bear, or an adult, or even an elderly bear. There will be some variation between one individual and another. But for a bear to be scaled up simply to be a reasonably balanced encounter for high-level PCs, is now capable of wandering through the village and causing the damage to said village of a small giant.

Absolutely. And this is one of the fundamental misunderstandings that people have about 4e. You do not simply scale up a bear to make it a fight for a high level party - unless it's a Legendary Giant Bear that sprays a swarm of bees out of its mouth or whatever.

However.

The 4e mechanics hold where the PCs interact with the gameworld. Because that's where you use mechanics not fiat anyway. And how the gameworld looks to the PCs changes over time. In 2e a single ogre is probably a match for an entire first level party. On the other hand a twelfth level party fresh from the Demonweb Pits (after recovering) can probably wade into an ogre encampment and start slaughtering them without much trouble at all.

In 2e you're likely to end up with a lot of slapped, scorched, and singed ogres if you do this, complete with tracking the hit points of each one of those brutes. And ending up with a lot in single figures.

In 4e (once we put the 4e PCs level somewhere into the late teens), because 4e's mechanics are focussed on what is onscreen, the ogres are still all 8' tall hulking brutes with bad breath and big bone clubs. And their approximate XP is the same. But the way they interact with the PCs is very different - so instead of being 9th level Brutes you stat them up as 17th level Minions. This means that they have approximately the same overall threat profile - but are the level of bookkeeping that you would expect and relate to the living legends that the PCs are (unless one's a revenant, warforged, or vampire) as utterly outmatched.

You can see this effect in TV shows; a good example would be Buffy the Vampire Slayer. At the start of Season 1 if Xander and Willow are together against one vampire this is a serious fight and they are trying to get away. The vampire is seriously overmatching them. By Season 7? A season 7 nameless vampire is still as physically strong as in season 1. They are still generally as skilled. And they are going to go down like chumps, with even Xander barely breaking a sweat one on one. So you use the Level 13 minion version of their statblock rather than the Level 1 Elite or the Level 5 Standard. All are valid ways of representing the same vampire.

I'll start with it's intended as a producer of the fiction. I have stated repeatedly that's exactly what I don't want. I want the rules to adjudicate the fiction, not create it.

And I don't believe this is possible. The fiction and the mechanics are in a necessary feedback loop. What normally works? How do things compare? These are mechanical questions that impact the fiction.

Under "Designing Monsters" it would appear to me that the intended design process is "mechanics (stats) first, fiction second":

This is going to lead on to a textbook rant where not all the design team understood 4e. (If they did we would never have had Keep on the Shadowfell which is not only a terrible adventure in general but would struggle to have been designed to better make the initial 4e experience miserable).

Finally we get to step 10, where we actually decide what the heck it is.

This makes as much sense to me not being step 1 as it does to you.

As a published game, somebody who has never played before should be able to pick up the books and play without being required to provide half of the details of the monsters.

And there is a lot wrong with the presentation of the opening three 4e books. I'm not remotely trying to dispute that. (For that matter the design of two of the eight classes in the PHB is distinctly flawed). The entire thing was put together in 10 months after they threw out Orcus 14 months into the 24 month development period and still launched to time. This was a spectacular mistake and it needed at least six months and probably a year's more playtesting.

That includes things like ecology, numbers appearing,

Both of which the 4e MM actually does have. Those suggested groups to use each monster in are a mix of ecology, social organisation, and number appearing.

Perhaps I misread the intentions of 4e monsters and their design,

You and some of the design team, alas.

"ABOLETHS ARE HULKING AMPHIBIOUS CREATURES that hail from the Far Realm, a distant and unfathomable plane. They live in the Underdark, swimming through drowned crannies or creeping through lightless tunnels and leaving trails of slimy mucus in their wake. Malevolent and vile, aboleths bend humanoid creatures to their will, and more powerful aboleths can transform their minions into slimy horrors."

That's the extent of the description. Nothing else, not even what they look like (presumably the assumption is that the picture takes care of that). The aboleth lore section covers a tiny bit more. Otherwise it's nothing but stat blocks (which you say are designed primarily for combat use) and combat tactics.

The picture and the fact that all aboleths are surrounded by a mucus haze.

OK. Let's look at Aboleths in the 3.5 SRD.
The aboleth is a revolting fishlike amphibian found primarily in subterranean lakes and rivers. An aboleth has a pink belly. Four pulsating blueblack orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. An aboleth weighs about 6,500 pounds.

Aboleths speak their own language, as well as Undercommon and Aquan.​

Are you telling me that that's any more useful?

Or in the 2e Monster Manual?
The aboleth is a loathsome amphibious creature that lives in subterranean caves and lakes. It despises most land-dwelling creatures and seeks to enslave intelligent surface beings. It is as cruel as it is intelligent.
An aboleth resembles a plump fish, 20 feet in length from its bulbous head to its fluke-like tail. Its body is blue-green with gray splotches, and its pink-tan underbelly conceals a toothless, rubbery mouth. Three slit-like eyes, purple-red in color and protected by bony ridges, are set one atop the other in the front of its head. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. Four leathery tentacles, each 10 feet in length, grow from its head. An aboleth uses its tail to propel itself through the water and its tentacles to drag itself along dry land.
...
Habitat/Society: An aboleth brood consists of a parent and one to three offspring. Though the offspring are as large and as strong as the parent, they defer to the parent in all matters and obey it implicitly. Aboleth have both male and female sexual organs. A mature aboleth reproduces once every five years by concealing itself in a cavern or other remote area, then laying a single egg and covering it in slime. The parent aboleth guards the egg while the embryo grows and develops, a process that takes about five years. A newborn aboleth takes about 10 years to mature.
The aboleth spends most of its time searching for slaves, preferably human ones. It is rumored that the aboleth use their slaves to construct huge underwater cities, though none have ever been found. The aboleth are rumored to know ancient, horrible secrets that predate the existence of man, but these rumors are also unsubstantiated. There is no doubt that aboleth retain a staggering amount of knowledge. An offspring acquires all of its parent’s knowledge at birth, and a mature aboleth acquires the knowledge of any intelligent being it consumes.
An aboleth’s treasure consists of items taken from its slaves. The items are buried in caverns under a layer of slime resembling gray mud, recognizable by the distinctive rancid grease odor.

Not seeing that as much better.

And that's before you look at the rest of the fluff in 4e: The ritual to turn humanoids into Aboleth Servitors. The organisation of Aboleth raiding parties. The link to the Kuo-Toa with their great and dark temples. The link to the Far Realm which automatically makes the Aboleth into lovecraftian horrors despite living in the Underdark.

To me the 4e Monster Manual fluff, other than on the single point of its lack of scents, leaves the 2e laundry list of lifecycles in the dust. I'm much more interested in creatures from the Far Realm with rituals to turn humanoids into semi-mindless servitors than I am into egg laying creatures that spend five years sitting on their eggs. (And 2e leaves 3.5 behind).
 

Saying that it "makes no sense" to want the stats to describe the world is hugely insensitive to the wishes of that sizeable portion of the userbase. It comes very close to writing their way of playing off as badwrongfun, frankly.

The thing is (and I'm sure you realize this) that if you inverted this (which you see happen regularly), it becomes "hugely insensitive" in the other direction:

"It only makes sense for the stats (or resolution mechanics) to describe the gameworld."

Here we have the implication of nonsense if a game isn't engineered (at least in part if not in whole) as an objective fantasy world process simulator (or causal logic coupler...whatever you want to call it).

There isn't an objective "makes sense" when it comes to the TTRPG hobby as a whole. Competing play priorities and intimately personal mental frameworks + cognitive biases drive what "makes sense (to me).". Some folks need things one way to fit their mental framework + cognitive biases ("makes sense") and suit their play priorities. Some folks need it the other way.

Other folks still can toggle between the two as the opportunity/compulsion presents itself (and thereby appreciate the very different play priorities and "makes sense-itude" of different systems).

But in this case, when [MENTION=42582]pemerton[/MENTION] says "it makes no sense in the 4e context", he isn't being broad and addressing the nature of TTRPG, generally. He isn't gatekeeping or "othering" (which the TTRPG hobby has a long and illustrious history with!). He gives it very specific system context, that of 4e, and provides relevant (and correct) analysis.

Now I know there is a robust strain of "system doesn't matter" (because GMs can do whatever they want) thought on these boards. Pemerton is clearly a "system matters" advocate, and he is doing so here...so I guess folks can take offense on those grounds. Perhaps dispute that premise if they'd like? But he isn't telling people what constitutes "making sense" in roleplaying games generally, what constitutes an actual roleplaying game, and whether someone is legitimately roleplaying (so get the hell off his lawn and out of the hobby if you don't agree).
 

dave2008

Legend
I don't know what [MENTION=87792]Neonchameleon[/MENTION] has in mind, but there are some RPG systems that are very flexible and/or versatile compared to D&D.

For instance, to take CoC: a version of that system (BRP) has been used for fantasy (RQ, Stormbringer) and for modern horror (CoC). If you've played one of those games, you can sit down at a table to play any of them (or Pendragon, for that matter; at least in my experience). It's simple and intituive, because all you need is a list of skills with numbers next to them, and the bigger the number the better you are.

D&D, though, uses classes and levels, which fit oddly, at best, into non-fantasy contexts; uses combat mechanics that are hard to adapt to modern play (what happens in the fiction when my PC with 50 hp is hit by a bullet for 8 hp of damage - did I really just get shot but not even slow down?); uses XP progression that is not easily adapted to non-fantasy contexts (because based primarily on combat victories and in earlier versions on what, in a non-fantasy context, can only be called theft); etc.

Even within the fantasy genre, D&D has constrains of the sort Neonchameleon pointed out: it needs some sort of healing mechanic (because the way combat works, it emphases soaking damage as much as, if not more than, avoiding being hit); it bases its magic use around discrete game elements that correspond to discrete story elements, which is a very distinctive flavour of magic; etc.

Even think about the impact hit points have on the system: we have a high level spell called Regeneration, but by the default combat rules the only way someone can be maimed is by way of a magical weapon, and there is no system (beyond ad hoc rulings) for adjudicating what happens to a character whose hand is cut off (whether in a trap, as a punishment, or whatever). I can't think of another fantasy game that has the same problem, that it's rules for suffering damage in combat don't contain, within themselves, a way of capturing such a state of affairs in mechanical terms

None of the above is a criticism of D&D (on my part, at least). I also GM Burning Wheel, and it's not very flexible either - it's very specificially designed to deliver a particular sort of play experience within a particular, fairly narrow, genre window.

But when I think D&D, I don't think flexible.

Thank you for the reply, that is helpful! Unfortunately your description of the other games was not very helpful. However, your description of limitations in D&D was good at describing that perceived lack of flexibility. Thank you!
 

Tony Vargas

Legend
OK, but all I find in the PHB about bloodied is that it is the point that you are at half hit points and some abilities may be triggered by it. I don't see anything that indicates that it actually describes what it means in the game world, although I seem to remember something along the lines that it is when you can visibly see that the creature is suffering, etc.
Correct. The jargon is not tightly coupled to the fiction. The DM has a lot of latitude with the latter (even the players could have quite a bit - more on that latter).
The idea that being bloodied means that blood is spraying everywhere doesn't fit my concept of what combat looks like, particularly when all the damage has been bludgeoning, or psychic for example.
Never saw Scanners, I take it? ;) Seriously, though, bloodied did not mean blood spraying everywhere. For one thing, there are monsters with no blood. It was exception-based design, remember? So, if a monster had a triggered-on-bloodied no-action power that sprayed acid blood all over, then, yes, when it was bloodied, acid blood sprayed all over. OTOH, if it has a triggered-on-bloodied immediate reaction to breath acid, it didn't mean that. Because each power was an 'exception' in that 'design.'

(Full disclosure: I've never been entirely OK with 'exception based design.' )


This is a fundamental change in the game, and forces a change in my world.
No it isn't, the game still uses hps, hps still decline, and hps have always passed the half-way point in that process. Adding a jargon label for that was not a fundamental change. It's darn near a trivial change, especially since, IMX, a lot of DMs back in the day might acknowledge when a monster was 'about half down' or the like, if you asked. And, no, it doesn't force anything on your world, at all. In fact, a subtle but perhaps 'fundamental' change to the game that started with 3e, the increasing acceptance of customizing fluff & cosmetic details without having to change underlying mechanics (yes. 3e. katana-is-a-masterwork-bastard-sword), made it easier than ever to layer just the world you wanted over the D&D mechanics.

In my world dragons occasionally attack civilized areas. And armies of non-magical weapon wielding people could possibly kill a dragon, however unlikely.
Not all that unlikely, now, thanks to BA.

Again, one of the specific things that I consider a bad rule for our campaign. Plus a sword that is damaged and or broken is not color, it's a big deal if that's your only weapon.
Corroded needn't mean broken or even irreparably marred. Though that's an ability a very few creatures, like rust monsters, obviously have, and most others, like dragons, generally don't. It's not hard, in any edition, to add such an ability, though.

But why is it restricted to only this action
It's not, it could conceivably use it's reaction for something else.
and also that the rule now forces the fiction - now it's angry.
Bloodied Breath didn't make the dragon angry. The 'why' of it is color left up to the DM. That might be making the dragon angry, or it might not. Depends on the dragon & the story. It might, instead, be that the dragon was 'toying' with the party, and, when bloodied, finally realized it was in a real fight. (That's a rationale I like with solos, that they start battles wildly overconfident. But, again, it's only one possible rationale.)

In 4e the stat block lists triggers - that is something that presumably causes one of the listed actions automatically. Again, forcing my fiction.
Your presumption is mistake. Immediate actions, OAs, and even free actions are voluntary. (Well, generally, because exception based design. See disclaimer above.) Now, a no-action power might represent something that just happens automatically.


Once again, a fundamental change in the way the game works. This is one of the biggest ones that predicated bounded accuracy.
And, once again, no, i not a fundamental change in how the game works. If anything, it's a return to the way the game worked prior to 3e, with monsters being statted out quite differently from PCs. And, while 4e's tight math & consistent scaling did lead to bounded accuracy, it was in a more evolutionary rather than in the reactionary way you might be thinking. BA is also tight math & consistent scaling, just with smaller numbers - little more than a cosmetic change in some ways (in the ways that it's much more than a cosmetic change, the main manifestation is in how heavily being outnumbered tells in a 5e combat).

Because a bear is a bear is a bear. Sure you can have a juvenile bear, or an adult, or even an elderly bear. There will be some variation between one individual and another. But for a bear to be scaled up simply to be a reasonably balanced encounter for high-level PCs
Is a straw man. While you can always just change a monster's stats for no reason just to challenge your party, there's nothing in 4e (or any other edition) that obliges you to do so without providing a rationale.

Now, you /could/ legitimately re-stat a monster to work better at different levels, even the exact same individual, but, doing so didn't mean that it would...
capable of wandering through the village and causing the damage to said village of a small giant.
Not that you need stats for a creature to rampage through a village - or be killed by a few well-prepared villagers with boarspears. But, hypothetically, the standard-issue bear that you re-statted from a level 5 standard to a level 13 minion to work better in a paragon game, would still be the same level 5 standard in a heroic battle. If you wanted to play through it attacking a village with nothing more than nominally 1st-level defenders you might even stat it as 1st level elite. It'd be the same bear, worth the same 200 exp, in every case.

I know that is probably hard to grok, keep reading, it comes up again...

I'll start with it's intended as a producer of the fiction. I have stated repeatedly that's exactly what I don't want. I want the rules to adjudicate the fiction, not create it.
That's a trivially easy requirement to meet, it's just a matter of approach. What do you start with? Rules or fiction? If the former, you pick the rules elements you'll use and imagine a fictional rationale, if the latter, you imagine what you want in the fiction, and find the rules element that best models it.

Nothing new there.

You also state "if you want different fiction, you change the mechanics." Something that I also disagree with, the mechanics of the game should remain consistent no matter what. Yes, I advocate altering the mechanics with house rules so the mechanics meet your needs. But after that, they remain the same. Altering stats of a monster is not altering mechanics. It's altering the abilities of the creature.
In the above example of scaling a monster's level and secondary role in tandem, you really do alter the mechanics, not the monster. It can be the exact same monster, the same /individual/, even. The game can just model it differently depending on the role it's playing in the fiction. The same individual ('normally' a 10th level standard, worth 500exp) might be statted as a Solo when facing a 1st level party and a Minion when facing a 18th level one, for instance.

So altering monsters to suit your needs or tastes is not edition specific.
Correct! It's just more an art in some editions (1e) and more a science in others (3e). 4e and 5e are between those two extremes, with 4e closer to science and 5e closer to art. Well, maybe technical exercise more than science. ;)

You state that 4e is designed to only tell you about the combat info in the stat blocks, leaving the rest to the DM. ... the assumption and design intent is that everything you need is in the core books.
'Need' gets defined pretty charitably. ;) Consider the old-school stats on, well, just about anything. /LOTS/ was left very much up to the DM. I think as early as 2e, we started seeing all 6 stats for monsters, for instance. Some editions are more consistent in what they include vs leave out, is about all you could say on the matter.

As a published game, somebody who has never played before should be able to pick up the books and play ....
That's a bar D&D has never cleared without incident. ;) IMX, introducing people to the game from 1st through 5th ed, 4e actually presented the game in a way that was easiest for entirely new players to just pick up and play. For precisely the reasons it seemed so not-D&D to long-time fans.

An objection that [MENTION=87792]Neonchameleon[/MENTION] had about 3e stat blocks is that they cross referenced existing material.
Nod. Again, something that's present to varying degrees in all editions. 4e was the only ed that didn't reference spells in some stat blocks, for instance, and presented each & every attack, 'utility' & trait the monster had - yet you migth still have to cross-reference all the jargon used to present that so tidily.

So say you're not new to D&D, you're like me. What do I see in 4e design?
Something you're not accustomed to when looking at D&D. Yep. The learning curve was harder on old fans than potential new ones.

Perhaps I misread the intentions of 4e monsters and their design, particularly in the context of how the rules seem to be very combat oriented in general.
You did, yes, or rather, you read too much into it. They're monsters, they're statted as opponents in combat. The out-of-combat systems - rituals, skills & skill challenges, though more distinct from combat and more extensive than in other editions, didn't actually require a lot of detail on the 'opposition' side, as that was mostly handled by the DM setting DCs. (You might pull out a skill bonus or opposed skill check, out of combat, for instance, but the monster blocks did have those. FWIW.)

And, really, RPGs, particularly D&D, get that a lot. The rules /are/ heavily oriented on combat in general. It's a fact that underlies the erroneous conclusion that they're "violent games," as well, for another instance of people getting it wrong. Maybe it stood out for you more in the case of 4e because it didn't have the familiar presentation and structure of the classic game, the way 5e does, again?

That's the extent of the description. Nothing else, not even what they look like (presumably the assumption is that the picture takes care of that).
Yes. That was an overblown selling point of the MM books, that every monster had an illo.

Again, all I'm saying, is that I personally don't like the monster design approach in 4e.
It only takes one sentence to say that. :) Clearly, it's not all you're saying. Either you're trying to convince everyone reading that they should dislike it, too, or you're trying to justify your dislike, when there's no need to justify a subjective feeling like that in the first place. In the process, you're making a lot of false and misleading statements and reaching a lot of erroneous conclusions. Prettymuch a typical edition war exchange, just without the implacable h4ter malice. (And thanks for that.)

It actually reminds me of early D&D approaches
Yes. The treatment of monsters was moving away from the mechanically-different-from-PCs, primarily-antagonist approach of the early game to a more detailed & mechanically unified approach that, ultimately, in 3e, gave virtually all the same options available to PCs to monsters and NPCs. 4e got back to the old approach, though with a very new & different presentation and mathematically robust mechanical underpinnings. 5e hasn't really pulled back from that, just reverted to somewhat more familiar presentation (it really didn't take much).

I'm not debating the merits, whether one is better than the other.
Maybe you don't intend to. ;)

Overall I agree, but in AL adventures, or other organized play, I believe you pretty much have to stick to the monsters as written in terms of stats.
"In terms of stats?" Perhaps, of course, you can run a monster in such a way that, through rulings, those stats don't matter all that much. ;)

I'm not certain if you can increase or decrease monster hp and damage in AL play (probably...)
Who'd stop you? Who'd even notice, really?

With something like a game system, an imperfect system that we all know how to play (and want to play) works better than one that the rest of the players have no interest in learning.
That's prettymuch the reason for D&D's success, right there. ;P Seriously, though, it's our beloved game, and the brilliance of 5e is in capturing the sense of D&D, as a whole across editions, well enough that we can all feel like we know how to play it.


Except that the offscreen stuff often works better with rules. For example, we have rules for researching spells, crafting magic items, etc. and these take a long time. How long is partially determined by the rules we have in place.
"partially?" Sounds like it doesn't always work better with rules.

Seriously, it depends on how you want to pace your game and what aspects of it you enjoy. One long-running campaign certain of my friends play in, for instance, is centered around the development of a town the party has more or less founded. It's like D&D Civilization. Two of the players are really deeply into it, and handle it away from the table, for the most part, though what they do has a big impact on what sort of challenges end up confronting the party. The rest of the group are just playing D&D more conventionally. The rules driving that off-screen stuff, though, aren't from any D&D source.

5e has downtime rules that can be used in place of actually playing out the scenes, if the players and DM determine that it's a better approach for that point in time.
I do like the idea of downtime rules, and would love to see 5e's fleshed out a bit more. They do impact pacing, though, so DMs need to keep in mind that they could always customize them, particularly simply changing the underlying unit of time to better fit campaign pacing, a useful tool that's also easily missed when it comes to the lengths of rests and the 6-8 encounter day controversies....



As for "flipping through the index" if you're familiar with the game it is a relatively trivial process to either know or look up what a spell does.
There's a lotta spells, for those of us with decades of familiarity, it's trivial. Though, when running 5e, I tend to run an NPC spell more or less like I remember it rather than look it up, so heavily colored by the glory days of 1e. ;)
 
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pemerton

Legend
pemerton said:
The GM is of course free to narrate that NPCs who tried to stab the dragon with non-magic swords had their swords corrode. That's just colour.
Plus a sword that is damaged and or broken is not color, it's a big deal if that's your only weapon.
For an NPC it's colour. (Unless you're talking about a henchperson or similar - I was meaning an off-screen NPC, or one whom the PCs see fighting the dragon as they approach to do their heroic thing.)

It's analogous to legs being broken, hands severed, etc in combat. The default D&D combat rules have never allowed this as an outcome of combat (unless using some of the most powerful magic swords). So it never happens to PCs by default, just as - in 4e using a MV black dragon - by default a PC's weapon is never corroded by the acidic blood.

But narrating grievous injuries to PCs is just colour. When the PCs in my main 4e game reached 11th level (ie paragon tier) the dwarf fighter took the warpriest paragon path. It seemed appropriate to me (as GM) to have some llittle vignette occur that recognised and built on this - so an angel of Moradin appeared to the PCs and told them of a group of dwarven soldiers in the foothill who needed help. When the PCs travelled to the place the angel had indicated, they found a half-dozen dwarves who had fought off a band of hobgoblins, but suffered grievous injuries in the process (I can't remember all the details, but one had a broken leg, another was blinded, etc).

The fact that this can't be an outcome that occurs via the default D&D combat resolution rules isn't an obstacle to introducing this colour into the situation. And similarly, had instead the dwarves been fighting a black dragon, I might have described their weapons and armour as corroded by its acidic blood.

What if it's worried and decides to launch into the air out of reach.
Then you as GM don't declare the breath weapon attack. And on your turn you have the dragon take to the air. (Whether, in these circumstances, your dragon gets to keep the benefit of the breath weapon recharge is not clear as a matter of rules interpretation. The GM would have to make a ruling.)

In 4e the stat block lists triggers - that is something that presumably causes one of the listed actions automatically.
No. It's no different from an OA in 3E, or a reaction in 5e.

Page 70 of the 5e Basic PDF says "A reaction is an instant response to a trigger of some kind". That doesn't mean that you have to take an OA, or use your Uncanny Dodge, if you don't want to. And the use of the word "trigger" is in fact one of the marks of continuitu between 4e and 5e.

pemerton said:
the GM (i) has to decide what degree of staying power a creature should have; and the (ii) has to assign hit points.
for a bear to be scaled up simply to be a reasonably balanced encounter for high-level PCs
With respect, your response to what I said is a non-sequitur. I said "The GM has to decide the degree of staying power; and on that basis assign hit points". That has nothing to do with scaling anything up! If you think that a bear shouldn't have much staying power against some high level PCs, then why would you contradict your own desire and scale up its hp? The rationale thing in those circumstancs would be to make it a minion.

This process starts with aspects that don't define the creature at all.
Choosing level is key to deciding what degree of staying power the creature should have - which is a key question about a creature as a combatant (which is what the 4e stab block is for). Choosing a role does define the creature, in terms of its basic outlook/method in combat.

If you're not interested in the creature as a combatant - eg you're thinking about a wood sprite who might advise the PCs about the layout of a forest - then that chapter is irrelevant, because you don't need to mechanically design non-combatants in 4e. Because, as I've explained several times now, there are no monster-side mechanics that are relevant to non-combat resolution in 4e. It's handled either by GM narration of the fiction, or by player-side skill challenge resolution.

In the entire chapter [on customising monsters], this is what it says about non-combat stuff
I've alreayd posted, several times, that in 4e non-combat resolution has nothing to do with monster stat blocks. It is by way of skill challenge, where all the mechanics are onthe player side, and all the GM has to do is narrate the fictional situation in a way that s/he thinks is appropriate and respects the successes/failures of the players' checks.

As a published game, somebody who has never played before should be able to pick up the books and play without being required to provide half of the details of the monsters.
I don't follow this. It is possible to play the game from the books as written. I know, because I did it.

D&D has never had mechanics that tell the GM when a village is or isn't having a festival; yet has always been playable, and GMs have never had any trouble deciding whether or not a village the PCs come to is having a festival.

It has never had rules for how villagers build their hovels, yet GMs have been including villagers' hovels in their games for a long time now.

Similarly, no rules are needed in 4e for a GM to decide that a black dragon has corrupted the water of the pool in which it lives. You just describe it, the same as you describe the hovels or the festival.

the mechanics of the game should remain consistent no matter what.
I assume there is an implicit "if I'm going to enjoy it" in this sentece. I assume you're not making a blanket assertion about how RPGs should be designed and played.
 

pemerton

Legend
you are claiming that the Dragon not having some kind of "Corrupt Water" ability in his stat block means that by using DM fiat you are not overriding a resolution procedure that would normally apply... but you are in fact overriding the fact that said ability is not part of the Dragon's repertoire.
As I've already posted a few times upthread - 4e stat blocks are for combat resolution.

So there is no resolution procedure that would "normally" apply to a black dragon corrupting water. If the PCs are trying to stop the black dragon doing that, then it is a skill challenge: all the GM has to do is narrate the unfolding situation, and all the action declarations and mechanics are on the player side.

If the corruption of the water happens off-screen or unopposed by the PCs, then the GM just narrates it happening. There is no resolution procedure: any more than there is a resolution procedure for the GM saying "It rains" or "When you arrive at the village there is a festival going on."

But we are discussing the approach of monster stat blocks and which is "better" by edition
That might be what you're doing. I'm responding to [MENTION=6778044]Ilbranteloth[/MENTION]'s complaint about 4e stat blocks that they are missing non-combat, "world building" mechanics like the "corrupt water" ability: and my response is to state that, in 4e, this sort of thing is not mechanised. Just like villagers and their festivals (which have never been mechanised in D&D), the off-screen magic of dragons, liches, etc is not mechanised in 4e - and if it is happening on screen and the PCs are opposing it (trying to stop the dragon corrupting the magic pond; trying to stop the lich turning the cemetry into an army of undead) then it is resolved as as skill challenge.

We can create "backstory" for any monster in any edition
Look, either all editions are the same - in which case why do we get so many posts from people explaining why they don't like 4e? - or they are not.

I think they're not. 4e does not use rules (spell rules, spell-like abilities, etc) to mange the GM's process of worldbuilding via the magical deeds of monsters. When stuff happens off-screen, or on-screen and unopposed, the GM just narrates it. When it happens on-screen and opposed outside of combat, it is a skill challenge (where all the GM has to do is narrate the fictional situation, because all the mechanical stuff in player-side). When it happens on-screen and is within combat, then monster stat blocks come into play.

In my experience, the main challenge in running 4e - given this suite of approaches to establishing the content of the shared fiction - is the interface between combat and non-combat. For instance, out of combat the lich's raising of an undead army is pure narration on the GM's part; in combat it is something like a minor action to bring a dead ally back to life as a minion, and has to be quantified in mechanical term. Sometimes the interface between the two approaches to resolution can feel clunky rather than smooth. This has been widely discussed among 4e GMs over the past 8 or so years, and various tweaks and techniques (whether general or one-off/ad hoc) have been suggested.
 

Imaro

Legend
As I've already posted a few times upthread - 4e stat blocks are for combat resolution.

Again... where in 4e is this stated? This is one of those things I've seen you claim but I don't remember actually reading this in the 4e rulebooks. If it's truly a principle of 4e, and with 4e being regarded as one of the most transparent of all editions... it shouldn't be hard to point out where this is actually stated in the rules.

So there is no resolution procedure that would "normally" apply to a black dragon corrupting water. If the PCs are trying to stop the black dragon doing that, then it is a skill challenge: all the GM has to do is narrate the unfolding situation, and all the action declarations and mechanics are on the player side.

Why is this a skill challenge? There's a 1st level 4e ritual called purify water... wouldn't that be the resolution procedure for the PC's? Why do you claim it's a skill challenge? Of course now we need to answer how much water a black dragon can corrupt since the ritual can purify a specific volume of water determined by the skill check... is determining this also world building or is this DM fiat since it is now interacting with mechanics?

If the corruption of the water happens off-screen or unopposed by the PCs, then the GM just narrates it happening. There is no resolution procedure: any more than there is a resolution procedure for the GM saying "It rains" or "When you arrive at the village there is a festival going on."

But the DM determining how much water a black dragon can corrupt isn't just fiction... it has mechanical ramifications. Too much and purify water becomes useless as a mechanism to counter it. How does the DM determine the mechanics of it if it's not DM fiat?

That might be what you're doing. I'm responding to [MENTION=6778044]Ilbranteloth[/MENTION]'s complaint about 4e stat blocks that they are missing non-combat, "world building" mechanics like the "corrupt water" ability: and my response is to state that, in 4e, this sort of thing is not mechanised. Just like villagers and their festivals (which have never been mechanised in D&D), the off-screen magic of dragons, liches, etc is not mechanised in 4e - and if it is happening on screen and the PCs are opposing it (trying to stop the dragon corrupting the magic pond; trying to stop the lich turning the cemetry into an army of undead) then it is resolved as as skill challenge.

Again see above, the mechanics of how much water a black dragon can corrupt affect the mechanics for how to purify it. You seem to have tunnel vision when it comes to SC's but there are other resolution systems 4e uses.

Look, either all editions are the same - in which case why do we get so many posts from people explaining why they don't like 4e? - or they are not.

It's not black and white. Rule zero has existed in every edition... so no, creating through fiat is not a characteristic only 4e possess and at the same time all editions having rule zero in no way makes them all the exact same.

I think they're not. 4e does not use rules (spell rules, spell-like abilities, etc) to mange the GM's process of worldbuilding via the magical deeds of monsters. When stuff happens off-screen, or on-screen and unopposed, the GM just narrates it. When it happens on-screen and opposed outside of combat, it is a skill challenge (where all the GM has to do is narrate the fictional situation, because all the mechanical stuff in player-side). When it happens on-screen and is within combat, then monster stat blocks come into play.

Again I'll ask where is this stated in the rulebooks.

On another note... you're claiming the only resolution system for opposing the magical deeds of monsters in 4e is the SC? That seems... wrong, right away I can point to rituals as a way to resolve them... possibly class abilities, utility powers, magic items... or even a singular skill roll. This seems to be your interpretation of 4e that you are presenting as the official way to do things and honestly the approach seems wrong.

In my experience, the main challenge in running 4e - given this suite of approaches to establishing the content of the shared fiction - is the interface between combat and non-combat. For instance, out of combat the lich's raising of an undead army is pure narration on the GM's part; in combat it is something like a minor action to bring a dead ally back to life as a minion, and has to be quantified in mechanical term. Sometimes the interface between the two approaches to resolution can feel clunky rather than smooth. This has been widely discussed among 4e GMs over the past 8 or so years, and various tweaks and techniques (whether general or one-off/ad hoc) have been suggested.

I think the bigger problem is that 4e gives multiple resolutions systems to deal with things like the water corrupton (Can purify water or multiple purify water rituals negate the corruption) or the raising of dead (there's a ritual to become a lich... how many undead can I create once I complete it) on the players side but like [MENTION=6778044]Ilbranteloth[/MENTION] stated the mechanics to make those resolution systems meaningful or to give them grounding to help make them part of meaningful decisions on the players part is lacking for the monsters and left fully in the hands of DM fiat.
 

pemerton

Legend
there's a ritual to become a lich... how many undead can I create once I complete it
It strikes me as obvious that the lich ritual is not intended to be used by players, and is - in essence - a bit of flavour text in rules form.

For a player to gain 8 hp per level, a +2 to AC and +4 to Fort and Will, and regen 10, all for 350000 gp (ritual cost + component cost), which is about the price of a 22nd leve magic item, breaks the game.
 

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