That is a big part of it. Yes. You have been saying "make the Mosnter Manual this way"...and, as we find ourselves in a thread about "what the Monster Manual should be"...I must, respectfully, disagree with your proposal.
If the origin of the disagreement is basically labeling, then it's really about the goals of a book called "Monster Manual." That's something that reasonable people can probably disagree about, but I've got a case I'm gonna lay out.
- D&D is a game that one can learn how to play from books.
- The books that teach people to play D&D are the Player's Handbook (which gives you instructions for making and playing your character) and the Dungeon Master's Guide (which gives you instructions for making your world and running the game -- including instructions on how to make a "monster.").
- A third "core" book is released to give the DM additional help in making a game by providing material they can use in their game right away -- it takes the advice in the DMG and shows you how it works in a way that you can use it right away.
- My design meets that goal for the third book better than the classic MM design does.
If we don't call that book "The Monster Manual," (Maybe, I dunno, call it "The Adventure Guide") is that a problem? Lets say 5e was released without a Monster Manual, but with an "Adventure Guide," is that an idea you can get behind?
Because basically the idea behind my format is to make the third "core" book serve the needs that a third core book has.
Replace the ... Rast, ... and I'll agree.

If the origin of the disagreement is basically labeling, then it's really about the goals of a book called "Monster Manual." That's something that reasonable people can probably disagree about, but I've got a case I'm gonna lay out.
- D&D is a game that one can learn how to play from books.
- The books that teach people to play D&D are the Player's Handbook (which gives you instructions for making and playing your character) and the Dungeon Master's Guide (which gives you instructions for making your world and running the game -- including instructions on how to make a "monster.").
- A third "core" book is released to give the DM additional help in making a game by providing material they can use in their game right away -- it takes the advice in the DMG and shows you how it works in a way that you can use it right away.
- My design meets that goal for the third book better than the classic MM design does.
If we don't call that book "The Monster Manual," (Maybe, I dunno, call it "The Adventure Guide") is that a problem? Lets say 5e was released without a Monster Manual, but with an "Adventure Guide," is that an idea you can get behind?
Because basically the idea behind my format is to make the third "core" book serve the needs that a third core book has.
That's just the point though. Steeldragon's MM IS the recipe book. Statblocks are more like pre-packaged meals.You don't learn how to cook from ingredients.
You learn how to cook from recipes. Which give you an expected contribution, and an expected outcome, and an expected experience.
Absa-fracking-lutely.Kamikaze Midget said:If we don't call that book "The Monster Manual," (Maybe, I dunno, call it "The Adventure Guide") is that a problem? Lets say 5e was released without a Monster Manual, but with an "Adventure Guide," is that an idea you can get behind?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.