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<blockquote data-quote="Manbearcat" data-source="post: 5975778" data-attributes="member: 6696971"><p>Yes, it does. I was probably too brief but I didn't care to parse the entirety of the article and break it down. I outlined the below in my DM expectations thread (forgive the self-reference but I don't want to rephrase):</p><p></p><p>2) Monsters</p><p> </p><p>I expect my monsters to mechanically represent my expectations of their physiology, their tactics/abilities, and their roles/place within their tribe hierarchy or their ecology/behaviors if they are a non-social creature. I want a diverse and tactically compelling set of monsters to work with. I want their combat relevant abilities/stats self-contained to small blocks. <em><strong> As important, I want their functionality (such as the case with my PCs) and their math to consistently produce in-line with their XP value, CR (however it will be defined in Next) so that my built encounters (from a dynamism and a difficulty standpoint) meet my preconceptions as predicated on the rules text. </strong></em> I already know pretty much every monsters' lore (and I am very independent in my flavor needs) but obviously this must be fleshed out as concisely as possible.</p><p></p><p></p><p>I will have to wait for the finished product to examine the Monsters in print to confirm if they have stayed true to their design goals (and if those design goals produce consistent, expected output), but the 3rd paragraph in the preface and the section entitled, "Determining Level and Power", give me hope that there is both an element of top-down monster design and bottom-up adventure budget design (with tools and guidelines that assist in breaking the adventure day down to the micro-level into encounters) in play in their design goals. These are both my preference so how can I not be heartened? At least I know they're on the radar if not in play.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 5975778, member: 6696971"] Yes, it does. I was probably too brief but I didn't care to parse the entirety of the article and break it down. I outlined the below in my DM expectations thread (forgive the self-reference but I don't want to rephrase): 2) Monsters I expect my monsters to mechanically represent my expectations of their physiology, their tactics/abilities, and their roles/place within their tribe hierarchy or their ecology/behaviors if they are a non-social creature. I want a diverse and tactically compelling set of monsters to work with. I want their combat relevant abilities/stats self-contained to small blocks. [I][B] As important, I want their functionality (such as the case with my PCs) and their math to consistently produce in-line with their XP value, CR (however it will be defined in Next) so that my built encounters (from a dynamism and a difficulty standpoint) meet my preconceptions as predicated on the rules text. [/B][/I] I already know pretty much every monsters' lore (and I am very independent in my flavor needs) but obviously this must be fleshed out as concisely as possible. I will have to wait for the finished product to examine the Monsters in print to confirm if they have stayed true to their design goals (and if those design goals produce consistent, expected output), but the 3rd paragraph in the preface and the section entitled, "Determining Level and Power", give me hope that there is both an element of top-down monster design and bottom-up adventure budget design (with tools and guidelines that assist in breaking the adventure day down to the micro-level into encounters) in play in their design goals. These are both my preference so how can I not be heartened? At least I know they're on the radar if not in play. [/QUOTE]
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