Must have book per edition

Personally, I think the focus on stat-blocks over "pointless notes on piercer ecology" after that diminished the utility of the MMs to me. Good stat blocks are essential and useful, but piles of numbers and keywords don't make me want to do anything.

Good stat blocks tell me how monsters think, how they behave, and how they organise. An orc and a goblin behave very differently beyond their size and their equipment just from the statblocks in 4e.

Comparing 2e and 4e goblin fluff/mechanics, 2e goblin fluff tells me how many goblins there are in a generic tribe. 4e goblins show me how they are expert ambushers and what the edge goblins have over most-non-goblins is at this.

And then there's the magic. Good statblocks reflect the casters. Goblin shamans hex and produce nasty clouds of pestilence. Ogre shamans are storm shamans, using elemental thunder and lightning. In neither case are the casters generic casters who happen to be ogres or goblins.

A well designed 4e statblock literally shows me how a monster of that type moves and how they fight when the rubber meets the road. And the monster entry with the multiple statblocks shows me how they organise naturally. On their best day, the 2e Monstrous Manual will tell me things like this. But the 4e one shows me and does it freely.

On the other hand reading the 4e statblocks so that you can see the picture they are painting of the monsters is a skill and there should be more designers' notes on how the statblocks work.

They're good tools, but lousy inspiration.

No. They are a form of inspiration you find lousy. Please do not confuse the two.

I find the Monstrous Manual to be second rate fluff that ranks behind e.g. the 3.5 Iron Kingdoms Monsternomicon in terms of inspiring plots. And in terms of inspiring throwaway scenes, I can pick three random monsters from any 4e monster manual from the MM3 onwards, throw in a piece of terrain or two, and if I have an immediate motivation (something 4e MMs are IMO better at providing than 2e) then it'll take me less than a minute to create a good scene. That's inspiring.

And I don't need the monster manual to offer me the main plot of the story. If I didn't have one I wouldn't be running the game.

I think the 2e MM can be improved on, but I don't think that any book in any subsequent edition has done that. But I have controversial opinions. ;)

So do I. And being fair, I'll take the 2e MM over either the 1e or the 3e ones.

And fundamentally my belief that the 4e MMs are superior boil down to the fact that when I look at a humanoid monster in 2e I see a generic humanoid of a certain size. 4e I see a part of a team, moving and contributing in a certain way.

And when I look at a 2e dragon I see a bag of hit points with claws and wings, and that can pull down a cloud of darkness. When I look at the 4e Black Dragon below, I see something almost unstoppable that comes tearing in to the enemy from under the surface of a swamp and is inhumanly unstoppable. It turns the lights out on the enemy, setting them up for its own attacks, and reacts to some attacks, twisting out of the way and bashing the enemy to the floor. And its very blood is acidic and painful.

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The entire 2e Monstrous Manual entry on black dragons is, to me, less inspiring than the single black dragon statblock presented above. For that matter, other than dragons eating eels and that dragons are just terrifying rather than having Dragonfear, I'm not sure what fluff other than the spells for higher level dragons (Corrupt Water, Plant Growth) there is in the 2e Monstrous Manual that isn't summarised in the statblock above or obvious from it (like Black Dragons liking to fly at night; they are black, they are lurkers, they have dark vision and they are trained in stealth - or Black Dragons liking to fight in water; they have the aquatic trait).

So what am I missing from the 2e Monstrous Manual that makes it so good?
 

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To be extra controversial (?) I'll state that I intepreted the question in this thread very literally: what was the best book per edition?

The best 2e book was (still) the Monstrous Manual. That's doesn't make Monstrous Manual the best monster book. But, I'll save that for the other thread.
 

The content wasn't that different (I think there may have been one or two monsters cut from the hardcover or something, and a chunk of fluff text for a lot of basic critters like badgers), but it's my opinion that the 2e MM's content is the best of any monster book in D&D.
OK. I wasn't impressed. Some of the monsters seemed overly beefed-up and others remained mechanically wonky. But the addition of the Ecology Of _____ style info I could see being useful in other games, which seems to be part of the point of this thread. Usefulness outside it's native system.

Thanks for refreshing my memory.
 

1E: Dunno
2E: Dunno
3E: Eberron Campaign Setting
4E: If I can't choose DDI, then the Dark Sun Campaign Setting gets my nod. (I wish Eberron had gotten a good 4E book like the DSCS)
 

OD&D: Tome of Might Magic (1982, North Pole Producitons) - took me 30 years to find the name of it again just last week. It includes spells up to 20th level (15-20 reserved for deities) including one that rewrites all of history so that the target was never born. (http://jrients.blogspot.com/2008/09/tome-of-mighty-magic.html)

D&D: The Moldvay basic book. My 1st introduction to playing the game. Both my original basic and expert are falling apart... I'm holding off on taping them up, so they're just sitting in a magazine bag. B2 is a close second.

1e: DMG - Greatest selection of tables and miscelaneous information ever. And that random encounter table for a city at night?!?!?! Yeesh.

2e: MM - They even give the size of the monsters... as in not just the one letter abbreviation, but a certain number of feet tall/long on that same stat line.

3e/3.5 - I guess I should pick one that I've kept after the switch to PF (and none of the core books knocked my socks off), so The Black Company Campaign Setting by Green Ronin. Not so much for its playability, but I like the thought that went into some of the rules they made to capture the feel of the world, and I'm a huge Glen Cook fan.

4e - The Planes Above (although not enough to keep it when I traded in all my 4e stuff except the three PHs... need those if someone in the group wants to run it. And I'm sure not giving 1/3rd of a complete PH my vote.)

PF - Seems lame to pick the Core Rulebook... but it does what it needs to.
 

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