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"How to make a Monster Manual Pt II" article
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<blockquote data-quote="GQuail" data-source="post: 3677640" data-attributes="member: 30709"><p>This sounds liek something I can get behind. I agree with the general principle of the "only stuff you'll use in your five rounds" thinking, but having a sort of addendum for "not so important stuff" at the bottom of the stats would be cool. Alternatively, perhaps this is something Monster Tactics could pick up: more turn-by-turn combat advice to help GMs understand what the schtick of a critter is.</p><p></p><p>I dont think anyone is seriously suggesting that's how all monsters should be: even in the article, the sidebar notes than after seven years of books they don't need to design monsters to fill quite so many empty niches. So, I think you will still see future version of the game with Demons who can cast detect spells, or perhaps aghost-like creature with teleknesis at will or whatever. But at the same time, if I don't use it when the monster is in play, it's ultimately wasted space: worse, it makes it harder to find the "good stuff". More than once, after a combat has finished I've realised a monster had a better spell choice or special ability I missed bcause I didn't digest the enormous block o' text properly - I'm happy to sacrifice some stuff for that.</p></blockquote><p></p>
[QUOTE="GQuail, post: 3677640, member: 30709"] This sounds liek something I can get behind. I agree with the general principle of the "only stuff you'll use in your five rounds" thinking, but having a sort of addendum for "not so important stuff" at the bottom of the stats would be cool. Alternatively, perhaps this is something Monster Tactics could pick up: more turn-by-turn combat advice to help GMs understand what the schtick of a critter is. I dont think anyone is seriously suggesting that's how all monsters should be: even in the article, the sidebar notes than after seven years of books they don't need to design monsters to fill quite so many empty niches. So, I think you will still see future version of the game with Demons who can cast detect spells, or perhaps aghost-like creature with teleknesis at will or whatever. But at the same time, if I don't use it when the monster is in play, it's ultimately wasted space: worse, it makes it harder to find the "good stuff". More than once, after a combat has finished I've realised a monster had a better spell choice or special ability I missed bcause I didn't digest the enormous block o' text properly - I'm happy to sacrifice some stuff for that. [/QUOTE]
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