D&D 5E Elementals - good start, can we get some more variety please

Read A Thousand And One Nights, aka Arabian Nights. Genies are a class of spirit creatures in Arabic & Islamic lands, somewhat like faeries are in Western Europe. Their stated origins vary depending on the culture, but they are mythological and folkloric, not "fictional". Genies in those stories usually appear alone, but I believe there are references to rulers & such that imply a larger culture. They are not, however, broken up into different elemental tribes like D&D, but then again, very little in folklore is.
This is fair. I just wasn't sure where the paradigm came from.

If they are so similar to fae, why aren't they? You said there is no different elemental type so where did that come from? I understand a game splitting or adding other aspects to creatures; devils and demons being an obvious step, I just don't understand where these expanded cultures for genies come from, or why they are so elementally.

Same goes, to a certain extent for elementals at large - as I said, most examples I can think of use only one elemental at a time, never saying there couldn't be more but that hardly translates to the varieties and specificity of WotC's design goals for elementals. Most of those times the elementals are spirits of another type that take on fire, or water, or earth traits (smoke monsters are a little different in several respects). They would be elemental in name only, but they wouldn't consider themselves born of that element as much as they harness it. Just like a ghost doesn't consider itself born of negative energy (or of negative energy - at least to start) nor a demon consider itself a fire elemental.

Similarly, I don't see all the blurring of giants and elementals, which was particularly prevalent in 4e but started at least in 3e days. I see why they exist, I just don't get how you go from giants exist to giants have rock powers, or lava powers or whatever. Outside of fire and frost giants in Norse myth I don't even recall any mentions to elemental powers. Zeus is born of giants/titans and has electricity but that isn't a power of all gods.

It is just something that always struck me as odd. I don't honestly care which direction they go with for 5e. I just wish there is a bit more explanation. I have been playing DnD for years and if I'm still confused then I can only imagine how people approaching the game feel when they see 5 divisions of genies that live on some sort of strongly (but not entirely anymore) elemental planes. Just an oddity, but whatever. Tovec out.
 

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In reference to goblin slingers and goblin chieftains above, I think it's more important to have variants for supernatural entities, which don't necessarily link together with the player character class design system, than it is for humanoid monsters.

I think I can easily make a goblin wizard and guesstimate how powerful he is -- about the same as an equal-level human wizard. But adding wizard levels to, say, a troll? Or adding fighter levels to a nymph? That's not as easy.
 

If they are so similar to fae, why aren't they?
Um, because they're not fey. They have a similar role in folklore, that of the trickster spirit, or of the spirit of wild places, or of the half-fallen angel, but they're not fey. D&D could make them fey, I suppose, but I don't see any reason for it.

You said there is no different elemental type so where did that come from?
There are some elemental associations. Ifrit/efreet are associated with fire, marids with water. Djinn is a generic name, a variant on genie. I've never found an origin for dao. Beyond that, you'd have to ask Gary Gygax, or do your own research.

I understand a game splitting or adding other aspects to creatures; devils and demons being an obvious step, I just don't understand where these expanded cultures for genies come from, or why they are so elementally.
So it makes sense to split evil creatures into categories based on how organized they are, but not elements? That makes no sense to me. As far as expanded cultures...like I said, there are hints in the stories that genies have a culture similar to that of humans -- which is the case for just about every folkloric creature ever, anyways. But no one wrote long epics about the folklore of djinn in the Middle Ages. If you go with what's written, you can basically sum it up in a paragraph or two, and it's basically the same as every other folkloric spirit creature. Invisible, can shapechange to look like people and animals, sometimes good, usually evil, hangs out in dark lonely places. That's pretty boring.

Same goes, to a certain extent for elementals at large - as I said, most examples I can think of use only one elemental at a time, never saying there couldn't be more but that hardly translates to the varieties and specificity of WotC's design goals for elementals. Most of those times the elementals are spirits of another type that take on fire, or water, or earth traits (smoke monsters are a little different in several respects). They would be elemental in name only, but they wouldn't consider themselves born of that element as much as they harness it. Just like a ghost doesn't consider itself born of negative energy (or of negative energy - at least to start) nor a demon consider itself a fire elemental.
Imitating "real" folklore and stories doesn't get WotC very far. At some point they need to start making up their own. If it doesn't suit you, redo it.

I have been playing DnD for years and if I'm still confused then I can only imagine how people approaching the game feel when they see 5 divisions of genies that live on some sort of strongly (but not entirely anymore) elemental planes. Just an oddity, but whatever. Tovec out.
I'm confused by what you want, and by what you're confused by. It sounds like you want a lot of monsters to basically be the same thing. Giants are giants are giants; it's easy to argue that frost and fire giants aside, all other giants should be identical. There's no difference in folklore between a cloud giant, a storm giant, and a generic giant. The Jack and the Beanstalk giant lived on a cloud, but that's the only one I know of. Stone giants derive from Tolkien; how is that more legitimate than D&D's giving them elemental powers?
 

...However, I hope they can spare enough Monster Manual space to take one of the things I like best from 4e: monster variety.

I mean, sure, I know that classically an efreeti gets powers X, Y, and Z, but if that set of powers is the only one that shows up in the 'official' Monster Manual, it ever so slightly encourages people to think they all do that. By contrast, you could easily prompt a lot of creativity if you had, say, two extra examples of efreet. That alone would prompt GMs and players to think, "Oh yeah, these guys can have a lot of diversity."

I agree in principle, but in practice, I want my first Monster Manual to have frost giants, Demogorgon, ankhegs, stone giants, giant ants, etc. I want that FAR more than I want six varieties of efreet or even goblin. I do not want another "let's leave half the classic monsters for the MM2 so that everyone feels like it's really truly core!!1!!" instance, like we had in 4e.

This is despite the fact that I'm a whore for monster books. There is no good reason that classics like the rust monster, green slime, centaur and cockatrice should be saved for a later book- that's a transparent attempt to build sales by manipulating the consumer, and I resent the thought of that happening again.
 

The only issue with more variety per monster means something else has to give. Either less monsters or less fluff per monster. Quite frankly, I'd rather just be given templates at the back of the book that can modify monsters, rather than two or three examples per monster entry and greatly reduced monster count or less fluff.
 
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I'm with those who want more varieties of each type of monster. Fourth Edition does a good job with that, and as a DM I find that very useful. In building an adventure I'd much rather have several ready to use really different goblin types than one goblin type and a bunch of weird rare and hard to use monsters that don't fit into my goblin adventure (as an example).
 

I think their approach to elementals is rather flat. I'll be more than happy to see single-element elementals back, but why do they have to be humanoid? I'd love to see, say, an Earth elemental that resembles a bear, a fire elemental that takes the shape of a bat, an Air Elemental shaped like a lion or tiger that skips from cloud to cloud like a panther scampering from rock to rock or even a Water elemental in the form of a roiling, sineous serpentine wave. Likewise, I think they should turn to oriental stories about nature spirits for inspiration on how to give these things personality and flair if they do take humanoid likenesses.

As for multiple-creature examples: I think there should be a couple, most notably where they'd be different than the base stereotype (A goblin shaman vs. a goblin warrior, vampire vs. vampire spawn for example). But as for differences between say a goblin cutter and a goblin slinger? I don't think we need a whole separate stat block for that sort of stuff. At best, a one or two line change should handle this.
 

Um, because they're not fey. They have a similar role in folklore, that of the trickster spirit, or of the spirit of wild places, or of the half-fallen angel, but they're not fey. D&D could make them fey, I suppose, but I don't see any reason for it.
I was only wondering on the reason why they are associated with elementals over fae (or fey if you prefer) if in folklore they hold a place similar to faeries. If there were a category of dark energy elemental, that was let's say incorporeal and evil and was the soul of a dead creature warped and unable to properly move on, I'd ask why it wasn't considered undead, instead of elemental. I don't see why this is such an issue.
I don't see any reason for them to be fey either, but I don't see a reason for them to be elemental.

There are some elemental associations. Ifrit/efreet are associated with fire, marids with water. Djinn is a generic name, a variant on genie. I've never found an origin for dao. Beyond that, you'd have to ask Gary Gygax, or do your own research.
I have done research on genies (specifically jinn/djinn) as well as a wide variety of other creatures that show up in DnD. Jinn from the best sources I could find were defined as fiery. Don't see that parallel in DnD, but that isn't really important. The problem is many, many times DnD has become the default, while relying on a minor telling from another source. That is fine, as I said, I have no problem with monsters as races, DnD does that at large. Genies of all stripes are and can continue to be a race. I was just wondering where the specifics of culture associated with the DnD versions came from. If it is made up that is fine, it would just be nice to get that kind of distinction. Especially since I don't see this happening to the same extent with many other creatures in DnD. I mentioned minotaurs before, but we don't have much information on Centaurs and their relations with other fey, or their relations to others on a planar scale. Mummies are relatively ignored too. Mummies might be from a vaguely Egyptian society but rarely do I see them being defined by their relation to other undead, or to other societies on the planes. Genies seem to be an exception without a cause as far as I can see. That sometimes happens, which I said, but I just didn't understand why.

So it makes sense to split evil creatures into categories based on how organized they are, but not elements? That makes no sense to me. As far as expanded cultures...like I said, there are hints in the stories that genies have a culture similar to that of humans -- which is the case for just about every folkloric creature ever, anyways. But no one wrote long epics about the folklore of djinn in the Middle Ages. If you go with what's written, you can basically sum it up in a paragraph or two, and it's basically the same as every other folkloric spirit creature. Invisible, can shapechange to look like people and animals, sometimes good, usually evil, hangs out in dark lonely places. That's pretty boring.
I want to make clear I was talking about the split between devils and demons. And I was saying how I understood that DnD makes up these distinctions, often without real cause or root.
With that said, DnD has gone to great lengths to further define those factions in the Blood War. On top of that most of the defining of demon lords comes from mythology to one extent or another. Much of the defining of archdevils comes from myth too. Less so for the mindsets, powers and specifics of fiendkind but once again, I understand that split. However, I didn't say it made sense, nor did I say it was the only way or best way to do things. How many DnD cosmologies have you seen that lump all fiends together? When that happens, I feel sorry at the loss of such great and rich history, but I don't in any way feel that they are being lumped together unfairly. So I just feel that isn't the greatest parallel to run there.
Right, a lot of creatures have similar powers and hold similar roles in myth. But for some reason DnD defines them as being part of the "creatures with severe elemental powers" instead of the "tricksy and michevious" fey. As you said, their role is closer to fey, but they are not aligned that way in DnD. Something I find odd, but not overly disturbing.

Imitating "real" folklore and stories doesn't get WotC very far. At some point they need to start making up their own. If it doesn't suit you, redo it.
First, imitating real folklore has pretty much defined almost all creatures used by WotC and TSR in DnD. We would never have encountered minotaurs, medusa, succubi, devils, demons, angels, dragons, faeries, elves, dwarves, dark elves (drow), hippogriffs, centaurs, sphynx, zombies, vampires, and countless others.
In fact there are remarkably few creatures that are entirely created by or for DnD without a direct folklore counterpart. Constructs probably fall into that category, but they did exist in scifi and fantasy for some time before DnD if not folklore directly. Some oozes are completely new, the rust monster too if I recall correctly. Um.. there are plenty I'm sure. But hardly a majority of material.

Second, I do enjoy the vast majority of monsters that have been produced in one form or another. Those that I don't I have no problem refluffing or altering for my uses. Trust me.

Third, my questions have very little to do with my unwillingness to change things on my own. It had to do with a lack of understanding of what the base material is predicated upon. Also, why genies, in my experience, have been fairly one shot and related only to "granting wishes" whereas there seems to be much much more that I feel was kind of just made up in order to give a relatively bland monster more to do on the planes. That is fine, that is how we get gith monks in limbo, but that is entirely made up to my knowledge and not based on any real world myth to back it up. Unless I'm VERY mistaken.

I'm confused by what you want, and by what you're confused by. It sounds like you want a lot of monsters to basically be the same thing. Giants are giants are giants; it's easy to argue that frost and fire giants aside, all other giants should be identical. There's no difference in folklore between a cloud giant, a storm giant, and a generic giant. The Jack and the Beanstalk giant lived on a cloud, but that's the only one I know of. Stone giants derive from Tolkien; how is that more legitimate than D&D's giving them elemental powers?
What I want is simple, I want understanding.
I'm confused by certain decisions about how genies have been presented. Why they are categorized the way they are.

You say that the folklore gives genies an established hierarchy right in the tales, that is cool, it is possible and even probable that I haven't read that mythology. I just don't understand it as it has been presented in DnD. I think also that if I don't understand it after several years of learning and getting used to the way that DnD operates as far as monsters, races, the planes and the game as a whole; that perhaps people who are just approaching the game may have problems understanding too. I may be wrong, maybe I'm just thick on this one subject. It seems unlikely that after this much time that is the only case, but it is possible I suppose.

As far as the giants comments, that is another area where I don't see why they are getting more and more aligned with elementals. Giants seem to me to harness elements to their purposes, as most outsiders do. Demons use fire, perhaps angels use lightning. I always understood that there WERE two examples in real myth that had "elemental"giants. The both of which are from Norse myth and both of which make perfect sense based on the fables they represent. Frost giants are the typical giants that great warriors fought against, they come with snow and blizzards. The other is fire giants that come at the end of the world; where the world at large is burning. I don't know that they are both made of fire/ice, or that they have burning/freezing skin. They may but I don't know based on the myths that exist. I don't get why giants are starting to become more and more elementally in that way. I get big, dumb or smart, "people" who do things that regular folk could never perform. They do these things because they are big and have the power to do it. It just has to do with a certain amount of infusing of elements and thereby magic into creatures that don't necessarily have that quality already. Giants, to me, are best defined by their large size. Not by their elemental powers.

Again, that isn't the point. I was just confused and sought explanations. If you don't want to provide them that is fine. But unfortunately I can't really bring it up with the now dead creator of DnD.
 

I think it's a good start, but a bit heavy handed...agreein' with a whole lot of what's said...which is then, somewhat contradicted by my agreeing with what [MENTION=1210]the Jester[/MENTION] says. I hate to disagree with Ryan, and I see the value of what he's suggesting, I just don't need, nor want a half dozen elemental beings, let alone 3 different types of 4 different genies all clogging up the MM at the beginning of the "core" game.

There are a coupole of avenues I would like to see here. One is that the game should be set up for the "starting/beginner" player, just as B/X-BECM covered. Include the Prime Material creatures, the normal/giant animals, a few Faye and Shadow creatures (as "close" planes), simple/basic minor elementals (again, the "close" planes). Maybe a few minor demons or devils -types 1-3? (as villains seem to have a real penchant for conjuring these things up), and if you really must, the djinni and efreeti...and, just to make the jester happy, throw in Demongorgon and/or Orcus for the "if you are lower than 10th level and EVER see either of these guys, RUN!" factor.

THEN, As the game progresses (PCs get higher level) and interactions with [creatures of] the planes might expand or planar traveling might become a norm, then go into "Oh yeah and there's these other 50 kinds of elementals and geinies, 50 more faerie creatures, 50 more Shadow creatures, these 20 other demons, 20 devils...did we mention the 4 kinds of "Upper planes" critters? Yeaah we've got those too...plus, don't forget the Limbo Toads, the Tartaran "in-between demon/devils", things to eat your brain on the Astral Plane and, oh yeah, here's all of their lords/princes/sultans/bosses.

A character from levels 1-5...hek, maybe even til 10 depending on the campaign style, doesn't need all of that to play the game. They can go in an MM2 OR [I'd, personally, prefer to see] MOST of them in a Manual of the Planes type thing.

On "this world" [the Material plane setting of the game] you don't need any of those things to play the game. Hint at it. Spark the imagination that stuff's "out there somewhere". But I don't need it all at the start of play.

Think I got off track there somewhere...feel like there was another point I was intending to make....hmmm :\

Well, if it was a good one, it'll come to me eventually. ;)
--SD
 
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I don't think you are going to get variety this time around. They are trying to cater to everyone and the variety part was mainly 4e. I think if we are lucky we will get monster themes that we can added variety to each monster with generic tack on templates. One could hope at least.
 

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