What's The Best Monster Book?

Yeah, and I do mislike the whole "goblin family" (gobling, hobgoblin, bugbear) entry they did in 4e. I much prefer the seperate entries of 2e with completely different behaviour patterns and society.

This I'll definitely agree with. Goblins, Hobgoblins, and Bugbears are different creatures.

Btw, I checked the Black Dragon entry in the monsters manual (the first one for 4e) and the entry there is nothing like the Monster Vault entry. It's as barren and bad as mentioned earlier. It's what I remembered as well, and probably what most people who stopped playing 4e thinks of the Monster manuals. Maybe the problem with 4e is that the first products produced where crap compared to the later ones? It really does feel like it.

My view is it's quite simple. They released 4e about a year too early; they'd planned a different game (codename Orcus) that they pulled for being terrible. Every character class recharging with a different mechanic, and no extended recharges (nothing Daily), and about a dozen separate standard condition tracks. The salvageable ruins of this game were turned into the Book of Nine Swords because they realised it was terrible and they had to save what they could. The time allowed for the development of 4e was the two years from June 2005 to May 2007 - but they scrapped Orcus in April 2006. 4e was basically written and rushed straight into final playtest in a year rather than two. And it shows.

And I've been talking about the difference betwen 4e (2008) and 4e (2012) for quite a while :)
 

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My view is it's quite simple. They released 4e about a year too early; they'd planned a different game (codename Orcus) that they pulled for being terrible. Every character class recharging with a different mechanic, and no extended recharges (nothing Daily), and about a dozen separate standard condition tracks. The salvageable ruins of this game were turned into the Book of Nine Swords because they realised it was terrible and they had to save what they could. The time allowed for the development of 4e was the two years from June 2005 to May 2007 - but they scrapped Orcus in April 2006. 4e was basically written and rushed straight into final playtest in a year rather than two. And it shows.

And I've been talking about the difference betwen 4e (2008) and 4e (2012) for quite a while :)

At least they scrapped that mess. From the designers descriptions, at one point one of them had 8 different condition tracks or so in front of him, each with a different effect at each level of the track... yeah.

4E releasing in 2009 or 2010 would have not have needed next until 2016-2020. Note how much time they're taking on the playtest and stuff, at least they learned from THAT mistake.
 

If it counts, the latest Hacklopedia of beasts, by a country mile or eight!

I really like this book too. It's interesting, gives stats for parts of the animals that can be used in spells or items, if its edible and sometimes what it tastes like. I LOVE some of the answers too. Hilarious.

For dnd though, my favorite book(s) were always the Planescape Monstrous Compendiums. Always a big fan of the Planescape Artwork and many of the monsters in those books were fascinating or amazing. They are seriously probably my most beat up and used books in my entire set, with the possible exception of the 3e PHB.
 

Maybe the problem with 4e is that the first products produced where crap compared to the later ones? It really does feel like it.
As Neonchameleon said ... yep. That's a major problem. Those of us who still had a blast despite its faults stuck around, and since then it's turned into a slick, high-quality RPG. But the first books were more or less polished playtests. I've said it a lot, but the designers didn't understand their own system, and things like V-shaped classes, soldier/brute stats, and the expertise gap were just amateurish oversights.

The PHB1 needed a lot of errata, the DMG had some good DM advice but godawful stuff for skill challenges, and MM1 ... well, I think it's pretty much garbage, to be honest. The designers hit their class-designing stride with PHB2, their DMing systems with DMG2, but not their monsters until probably MM3 or even the Monster Vault. There's a marked difference in quality between them.

-O
 

It's sort of like they gave me "campaign arc," when what I wanted was "adventure ideas," y'know?

I agree strongly re the plague demons - a monster I would never use, for exactly the reasons you give. But none of the other monsters are like that, they tend to be designed for 1-6 session adventures, and unlike the plague demons they fit into an established ecology. Plus they tend to be generic enough to use outside of their assigned fluff text - the Bloodspear orcs or Daggerburg goblins or Raven's Roost Bandit etc stat blocks are very useable in a wide variety of contexts. In most cases fluff elements are easily portable also, if you find them inspiring - I based much of a 20-session campaign around the Gray Company, for instance. But the Gray Company stats are equally useable in completely different contexts, for veteran soldiers, allied war-wizards, battle-zombies etc.
 

The time allowed for the development of 4e was the two years from June 2005 to May 2007 - but they scrapped Orcus in April 2006. 4e was basically written and rushed straight into final playtest in a year rather than two. And it shows.

And I've been talking about the difference betwen 4e (2008) and 4e (2012) for quite a while :)

I'm annoyed that I waited a year to run 4e (2008-2009) and I *still* got an unfinished game! :-S So much GMing frustration. They only seem to have got a handle on it around mid-2010 with the Dark Sun and Monster Manual 3 stuff, leading into Essentials.
 

I think the 4e monster manual has the best designed (crunch-wise especially) and best illustrated monsters. The only thing I didn't like about the og 4e MM was that the fluff was a little too limited in terms of putting the monsters into the context of the world; they made it a little difficult IMO for newbie DMs to be able to design their own adventures and insert appropriate monsters into appropriate settings/plots (though they did do a great job in the balance/encounter design aspect of the monsters) therefore specific setting books like the Nentir Vale one really are the cream of the crop so far imo.
 

2e Monstrous Manual - it strikes the balance of crunch and flavor that I want, and only in a few instances since then have we really seen as well done of an integration of stat blocks and ecology.

Runner Up: Various setting specific 2e monster manuals such as the Planescape Monstrous Compendium I, II, and III. Amazing monster detail, still a source of inspiration years later, and still useful even when it uses a system that I've never actually played under.

Runner up 2: Pathfinder Bestiary 2 - awesome art, really interesting mix of monsters, and while it falls short of the detail bonanza of the book above, it's better than the 3e MM, much better than the 1e MM, and better than the 4e MM which was the complete nadir of monster fluff*.

But I'm biased here just a bit, because it gives stats to a number of monsters I created (and didn't have space to give stats and full writeups to in earlier books).

Runner up 3: the bestiary sections in the various Pathfinder Adventure Paths. The balance of flavor text is awesome, actually approaching and occasionally sometimes exceeding the 2e Monstrous Manual ratio of stats/fluff. I'd go even further down the fluffy road myself, but it's a really good balance as it stands there.

*Consolation prize: After having earlier slammed the 4e MM, which had -under virtually any metric- the lowest amount of monster detail and flavor text of any monster book in the history of D&D, I should offer up some belated praise for the flavor text in 4e's Monster Vaults. They aren't bad in how they include flavor text, some in-character descriptive quotes, etc. It's actually quite good. For the balance of crunch to fluff it's a step in the right direction, especially after how the edition began. However, having said that, it does suffer from having all of the flavor text being based on the core Points of Light setting which I don't care for, in light of how it replaced lots of monsters and monster details from earlier editions' incarnations, and some of the early 4e design comments regarding flavor from past editions. For as well designed and written as the books are, I have a really hard time getting past my distaste towards the PoL material to fully appreciate it when it has a lot of stuff there to appreciate.


Final runner up: I'm very tempted to include 2e's 'Faces of Evil: The Fiends' here, except that it's entirely fluff, and being devoid of stats in the best way, it probably doesn't fit the intent of this thread. ;)
 

Another vote for the 2e Monstrous Manual. It even said how big the creatures were on the size line. Seriously, how hard is it to put: G (30' diameter) for the dragon turtle, instead of just G. Like most of the posts above, I liked the layout and tons of information for each monster. I also love most of the Di Terlizzi artwork in it (wasn't a fan of the rest of the art), but took points off for not having the demons and devils.

For runner-ups, I have fond memories of the 1e MM ... but maybe its just because its the first time I saw pictures of most of those monsters (B&E didn't have many). Remember liking MM II as well, but don't remember why. Was not a big fan of the Fiend Folio (thought at the time a lot of the monsters were silly or not that useful).

I really like the layout and presentation in Pathfinder's Bestiary (no unrelated monsters sharing a page, and not too packed in)... and think III has an exceptionally nice variety of things in it beyond what you usually get in a later monster book.

Jade Dragons & Hungry Ghosts by Green Ronin for 3rd was a nice short monster book that had a nice layout, and several of the monsters had some really nice art.

Not so-much: Not a fan of the layout in 3e, 3.5, or 4e... just too busy, and I didn't find them pleasant to look at. And the information about the creatures in 4e seemed very scatter-shot.
 
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MM1/2/3 in 4E were miserable. Okay, MM3 was passable, but the rest were terrible. Just ignore them.
MM1 ... well, I think it's pretty much garbage, to be honest.
I agree that the stats in MM3 and the MVs are clearly better than the original MM. But I don't agree that the MM was garbage - once you correct for its damage problem, and for brute to-hit, it's got some mechanically interesting monsters. And at low levels you don't even need to correct the damage. The Deathlock Wight, for example, is in my view the best low-level undead creature ever published for D&D. And the goblins and hobgoblins are great!

I also prefer the MM flavour text to that in the MM3 and MV (MV2 is a different matter - it's flavour text is excellent). The MM3 and MV flavour text is wordy and ponderous, in my view, whereas the MM is generally tight and to the point.

I just compared the Goblin in the AD&D 2nd edition Monstrous Compendium to the one in the 4e monsters manual. They have their pro's and con's, but I must say that I liked the AD&D goblin better.

<snip>

the entry on the 2e goblin talks mostly about how to incorporate into into a campaign, not in an encounter. It talks about how many there will be, organization, non-combatants (females and children), slaves (shackled) and what they eat - mostly everything, probably including the slaves as it does mention humans.

What the 4e editon does well is create interesting mobs to throw into an encounter that will be and interesting fight, but it feels more like a board game where the encounter should be of an appropriate challenge.
Here are some of the highlights of the 4e MM entry on goblins:

* Goblins are as prolific as humankind, but are less creative and more prone to warlike
behavior. Goblins’ bellicose nature can be traced, in part, to their reverence for the god Bane, whom they see as the mightiest hobgoblin warchief in the cosmos.

* Goblins are cowardly and tend to retreat or surrender when outmatched. They are fond of taking slaves and often become slaves themselves.

* Goblins form tribes, each ruled by a chieftain. The chieftain is usually the strongest member of the tribe, though some chieftains rely on guile more than martial strength.

* Goblins live in the wild places of the world, often underground, but they stay close enough to other humanoid settlements to prey on trade caravans and unwary travelers. A
goblin lair is stinking and soiled, though easily defensible and often riddled with simple traps. Goblins sleep, eat, and spend leisure time in shared living areas. Only a leader has private chambers.

* Hobgoblins rule the most civilized goblin tribes, sometimes building small settlements and fortresses that rival those of human construction.

* Hobgoblins once had an empire in which bugbears and goblins were their servants. This empire fell to internal strife and interference from otherworldly forces—perhaps the fey, whom many goblins hate.

* Hobgoblins developed mundane and magical methods for taming and breeding beasts as guards, laborers, and soldiers. They have a knack for working with wolves and worgs, and some drake breeds owe their existence directly to hobgoblin meddling. Given their brutal magical traditions, hobgoblins might have created their cousins in ancient times: Bugbears
served as elite warriors, and goblins worked as scouts and infiltrators. The disintegration of hobgoblin power led to widespread and diverse sorts of goblin tribes.​

Here is the habitat/society information on goblins I found here, which seems to be a cut-and-paste of the AD&D 2nd ed MM:

* Goblins live only 50 years or so. They do not need to eat much, but will kill just for the pleasure of it. They eat any creature from rats and snakes to humans. In lean times they will eat carrion. Goblins usually spoil their habitat, driving game from it and depleting the area of all resources. They are decent miners.

* Humans would consider the caves and underground dwellings of goblins to be dank and dismal. Those few tribes that live above ground are found in ruins, and are only active at night or on very dark, cloudy days. They use no form of sanitation, and their lairs have a foul stench. Goblins seem to be somewhat resistant to the diseases that breed in such filth.

* Goblins live a communal life, sharing large common areas for eating and sleeping. Only leaders have separate living spaces. All their possessions are carried with them. Property of the tribe is kept with the chief and sub-chiefs. Most of their goods are stolen, although they do manufacture their own garments and leather goods. The concept of privacy is largely foreign to goblins.

* Goblins often take slaves for both food and labor. The tribe will have slaves of several races numbering 10-40% of the size of the tribe. Slaves are always kept shackled, and are staked to a common chain when sleeping.

* A goblin tribe has an exact pecking order; each member knows who is above him and who is below him. They fight amongst themselves constantly to move up this social ladder.

* Goblins hate most other humanoids, gnomes and dwarves in particular, and work to exterminate them whenever possible.

* A typical goblin tribe has 40-400 (4d10 x 10) adult male warriors. In addition to the males, there will be adult females equal to 60% of their number and children equal to the total number of adults in the lair. Neither will fight in battles. [There are also rules for placing tougher goblins in the tribe. In 4e, these rules are found in the encounter and adventure design guidelines in the DMG.]​

I don't see any significant contrast here between "incorporating goblins into a campaign" and "feeling like a board game". The 2nd ed entry has more precise demography. The 4e entry has more history (both mythic and more recent). I personally prefer a game in which mythic history is more significant than demography, and so prefer the 4e flavour text.

the 4e MM which was the complete nadir of monster fluff

<snip>

the 4e MM, which had -under virtually any metric- the lowest amount of monster detail and flavor text of any monster book in the history of D&D
I'm not familiar with all the 2nd ed Monster Books. But I have a MM, MM2 and FF for AD&D, and know them pretty well. And I also have a 3E MM. I simply don't accept that the 4e MM has less detail in its flavour text than those books.

I've given the goblin example already. Other highlights of the 4e MM include the entry on spiders (which tells me that Lolth was once a goddess of fate, and learned the art of weaving from spiders), the entries on demons and devils (which have far more detail on their mythic histories, and their planar setups, than either the 1st ed MM - or even the MM2 - or the 3E MM), the entry on dragons (which has more detailed mythic history than AD&D or 3E, and comparable further flavour) and the entry on hydras (which once again has a mythic history not found in Gygax's MM or in 3E).

Plus there is the implicit flavour. For example, the 4e MM gives Azer and Galeb Duhr a backstory that links them to the backstory for dwarves (found predominantly in the PHB), and thereby a place in the world, which they did not have in the AD&D MM2 or in the 3E MM.

Here is the 4e MM flavour text for Azer:

Long ago, all dwarves were slaves to the giants and titans. Today’s dwarves are the descendants of those who freed themselves. Azers are dwarves that did not escape captivity before they were corrupted and transformed into fiery beings by their overlords. Although a few have escaped captivity since, most azers remain bound to their fire giant masters to this day. . .

In fire giant strongholds, azers perform menial tasks better suited to smaller hands, and they act as a front line in defense.​

How is that in anyway inadequate as flavour text? It tells you how the monster came to be. It tells you where it can be found and what it will be doing. And most importantly, it gives the monster a narrative place in the game - a servant of a greater evil; a creature that came into its servitude unwillingly, via a fall or corruption; a creature that the player of the dwarf PC can experience as sympathetic ("There but for the grace of Moradin . . . ") or as repulsive ("Those snivelling Azer who could not free themselves - a shame to dwarves everywherer!") or in other, more subtle ways.

Here is the flavour text for Galeb Duhr:

Remorseless creatures of living stone, galeb duhrs often serve hill giants or earth titans, and their nature is similarly harsh and unrelenting. . .

Long ago, all dwarves were slaves to the giants and titans. More than one variety of dwarf failed to escape during the initial revolution, including the galeb duhrs. However, unlike the azers that continue to serve their masters in the Elemental Chaos, many galeb duhrs have slipped away from their brutish masters into the world. On the other hand, some still serve their hill giant and earth titan overlords, both in the Elemental Chaos and in the natural world.​

Compare that to the flavour text from the 2nd ed Monster Manual:

*Galeb duhr, thought to be native to the elemental plane of Earth, are sometimes encountered in small family groups in mountainous regions of the Prime Material plane. They live in rocky or mountainous areas where they can feel the earth power and control the rocks around them. Galeb duhr have no natural enemies, other than those who crave the gems they collect. In some strange way, galeb duhr feel responsible for the smaller rocks and boulders around them, in much the same way that a treant feels responsible for trees in its neighborhood. A traveler who disturbs the area near a galeb duhr does so at his own peril.

* Galeb duhr eat rock, preferring granite to other types, and disdaining any sedimentary type. The rocks they eat become part of the huge creatures; such a meal need take place only once every two or three months. It is not known how (or whether) galeb duhr reproduce, but "young" galeb duhr have occasionally been reported

* The “music” of the galeb duhr often provides the first evidence that these creatures are near -- and usually the only evidence, as the unsociable galeb duhr are quick to pass into the ground when they feel the vibrations of approaching visitors. Sitting together in groups, the galeb duhr harmonize their gravelly voices into eldritch tunes; some sages speculate that these melodies can cause or prevent earthquakes. Others argue that the low rumbling produced by these creatures is a form of warning to others in the group, but there is no conclusive evidence either way.

* While galeb duhr seem to have no visible culture above ground, they are known to collect gems, which they find through their passwall ability. They sometimes have small magical items in their possession, evidently taken from those who attacked them to take their gems. Besides the gems that they carry with them, galeb duhr are likely to know where many other gems are, as well as veins of precious metals, such as gold, silver, and platinum, though galeb duhr seem to have no interest in these minerals for themselves. A few powerful mages have been able to bargain with the galeb duhr for this information. This is a difficult agreement to consummate, for the galeb duhr are valiant fighters, and usually have no difficulty in escaping from any harm if they are inclined to do so. Further, the galeb duhr are territorial, and would be irritated at any attempt to make use of this knowledge in their vicinity.​

Under what metric is this superior? Putting to one side the seeming contradictions (they feel responsible for the rocks and boulders in their neighbourhoods, but also eat them; they have no visible culture, but collect gems and create vocal music together), the only part of this entry that motivates the PCs to interact with a galeb duhr is the lust for gems and precious metal. The only part of that flavour text that makes me not judge it obviously weaker than the 4e text is the reference to the "music" of the galeb duhr preventing or causing earthquakes - this could actually be incorporated into the 4e flavour very nicely, because of the obvious link to the notorious dwarven fondness for the stentorian chanting of dirges.
 

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