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General Tabletop Discussion
D&D Older Editions
Things wrong with 4e: Dragons
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<blockquote data-quote="herrozerro" data-source="post: 5893601" data-attributes="member: 86211"><p>Alright i might have taken it a bit far. But even then, i dont see how having all the information proposed in a monster manual is not the best method.</p><p></p><p>If the level of detail is indeed presented and you are "winging it" its still alot of information to digest on the fly.</p><p></p><p>Imo, 4e while light on the fluff is almost spot on for an improv monster manual.</p><p></p><p>It has usually an introductory paragraph or two, followed by some sample creatures and tactics. It includes some sample encounters that make sense.(open to gnoll and you'll get some sample encounters with some hyena henchcreatures) and finally a few quick lore pieces.</p><p></p><p>Pretty much anything you'll ever need to improvise a game.</p><p></p><p>Im just advocating the books that go indepth should be that, separate books for topics covered in detail. I dont want a tonne of undead material in the mm if im never going to use them. I'd buy open grave if i need tonnes of info.</p><p></p><p>Same with the dragons, i'd highly reccomend both draconomicons to anyone wanting to run a dragon heavy game.</p><p></p><p>What i dont like is space wasted in a generic core book on non core material. I wouldnt want a campaign setting in my core books i'd rather keep them as generic as possible so i could run more easily any game i wanted.</p></blockquote><p></p>
[QUOTE="herrozerro, post: 5893601, member: 86211"] Alright i might have taken it a bit far. But even then, i dont see how having all the information proposed in a monster manual is not the best method. If the level of detail is indeed presented and you are "winging it" its still alot of information to digest on the fly. Imo, 4e while light on the fluff is almost spot on for an improv monster manual. It has usually an introductory paragraph or two, followed by some sample creatures and tactics. It includes some sample encounters that make sense.(open to gnoll and you'll get some sample encounters with some hyena henchcreatures) and finally a few quick lore pieces. Pretty much anything you'll ever need to improvise a game. Im just advocating the books that go indepth should be that, separate books for topics covered in detail. I dont want a tonne of undead material in the mm if im never going to use them. I'd buy open grave if i need tonnes of info. Same with the dragons, i'd highly reccomend both draconomicons to anyone wanting to run a dragon heavy game. What i dont like is space wasted in a generic core book on non core material. I wouldnt want a campaign setting in my core books i'd rather keep them as generic as possible so i could run more easily any game i wanted. [/QUOTE]
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