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<blockquote data-quote="KidSnide" data-source="post: 5975605" data-attributes="member: 54710"><p>I'm happy to have this kind of insight to the monster design process (mostly because I prefer more information to less), but I found the article lacking because it didn't explain <em>why</em> WotC selected this system. For all the unintended consequences of the 4e design process, the 4e designers were trying to solve specific problems (often successfully).</p><p></p><p>I <em>think </em>the objective of this system is to maintain what they think are the key parts of 4e monster design (runnable from the stat block, coherent math, xp values tied to actual effectiveness, easy to improvise), while getting back some of the benefits of 3e monster design (stats connected to the in-game fiction, reusable abilities). It would have been nice if this had been explained.</p><p></p><p>And since this monster design is self-evidently borrowing from 4e, I think this would have been a good opportunity to show a little love for 4e innovations. </p><p></p><p>And with respect to the minotaur, it definitely needs some kind of "maze/labyrinth" mechanic as a nod to its mythical origin. I always liked the "minotaurs never get lost" ability, because it makes the monster distinctive. It suggests that minotaurs like to locate their communities in mazes or other confusing locations. Otherwise, the monster is just an ogre with a charge attack.</p><p></p><p>-KS</p><p></p><p>P.S. Of course, it hard to show love to 4e without generating a lot of internet blow-back. Maybe the "why" of monster design needs a whole L&L column of its own...</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5975605, member: 54710"] I'm happy to have this kind of insight to the monster design process (mostly because I prefer more information to less), but I found the article lacking because it didn't explain [I]why[/I] WotC selected this system. For all the unintended consequences of the 4e design process, the 4e designers were trying to solve specific problems (often successfully). I [I]think [/I]the objective of this system is to maintain what they think are the key parts of 4e monster design (runnable from the stat block, coherent math, xp values tied to actual effectiveness, easy to improvise), while getting back some of the benefits of 3e monster design (stats connected to the in-game fiction, reusable abilities). It would have been nice if this had been explained. And since this monster design is self-evidently borrowing from 4e, I think this would have been a good opportunity to show a little love for 4e innovations. And with respect to the minotaur, it definitely needs some kind of "maze/labyrinth" mechanic as a nod to its mythical origin. I always liked the "minotaurs never get lost" ability, because it makes the monster distinctive. It suggests that minotaurs like to locate their communities in mazes or other confusing locations. Otherwise, the monster is just an ogre with a charge attack. -KS P.S. Of course, it hard to show love to 4e without generating a lot of internet blow-back. Maybe the "why" of monster design needs a whole L&L column of its own... [/QUOTE]
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