Just from that entry, we know:
- There are humans in the game world and mind flayers live in some proximity to them.
- There is a vast subterranean world full of "terrible races" who speak weird languages.
- The mind flayers probably have an underground city.
That's about as much as the 4E monster manual entry as well, which also has 2 individual stat blocks for mind flayers at the same time. The above and the 4E MM is about all I really need for lore on a creature. I know as much as I need to about Illithids to have an idea what they do and generally function. From the stat block above, I would also have a good idea about what they do and how they function.
That's all I need from a general monster manual. As I really love Illithids, Aboleths and other far realm horrors, what I would want is a specific book that expands on these things specifically. Gives them more background, options and similar in that book to really flesh them out and similar if required. Give page space to other monsters - not everyone wants to have pages on illithids when they could have other monsters. This is the problem here, what one person loves another person just hates on principle: no matter its fluff. Some people hate demons and want nothing to do with them in the book as an example.
On this point, I'm extremely annoyed we don't have any indication of a 4E Far Realm book in the style of Open Grave, Demonomicon or Draconomicon yet, especially when the PHB3 stuff and other things were so focused on the Far Realm in general!
Kamikaze Midget said:Angels aren't monsters. They're more likely to be allies, companions, and benefactors.
I have an entire campaign where angels have been villains so I would very much disagree with that. Additionally, even evil gods have angels as they are the servants of gods - not specifically of good anymore. This is a change I really like incidentally.
This is everything a DMG3 should be covering and yet for some reason has disappeared! I really want a DMG3 that covers much of this as well, especially at epic tier and just more traps/hazards.We do need rules for that. Mechanical, interesting, varied, even slightly complex rules. That is, rules with unique player resources and meaningful choices and significant variety. Page 42 and Skill Challenges don't meet that need. A book that took seriously the idea that enduring a hurricane or securing an angel's allegiance was worth the same amount of attention as fighting a gnoll would have to address that need. That's a need I desperately need met in my 4e games.
I would in fact buy a book on traps, hazards and skill challenges with example "drop" in encounters (rather like the dungeon delve book). Unfortunately it looks like the DMG3 may be a dead concept, much to my disappointment.
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