D&D 4E What can Next do to pull in 4e campaigns?

Call me greedy but in 2014 Feng Shui is about where I consider the entry level for enabling theatre of the mind to be for a new game. Next isn't going to be very different from either version of AD&D (other than that I suspect eating an OA is a tactical choice in Next rather than a prelude to running away) and only slightly worse than RC or BECMI.

Oh, and Dungeon World and 13th Age both have SRDs.
I'll check them out. To be honest with you, I'm a little bit suspicious of mechanics that specifically enable theater of the mind (is that actually a meme and all, and not just a phrase coined for this thread?) but I'm more suspicious of mechanics that hinder it.
 

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I'll check them out. To be honest with you, I'm a little bit suspicious of mechanics that specifically enable theater of the mind (is that actually a meme and all, and not just a phrase coined for this thread?) but I'm more suspicious of mechanics that hinder it.
I don't love everything about 13A, but I like a whole lot of it. I'd look there for the best D&D-appropriate example of TotM done... well, more right.
 

I'll check them out. To be honest with you, I'm a little bit suspicious of mechanics that specifically enable theater of the mind (is that actually a meme and all, and not just a phrase coined for this thread?) but I'm more suspicious of mechanics that hinder it.

Re: Theater of the Mind; a quick google finds messageboard references to the phrase back in 2007, specifically referring to the same use that we're using it here. And the "Mind's Eye Theatre" was the name of the LARP rules for Vampire all the way back in the '90s.
 

Yeah, I'm (somewhat) familiar with Mind's Eye Theatre, which is why the phrase was instantly parseable. But it was being turned into a acronym right away; I wondered if maybe I'd missed the birth of a new meme or something. Looks like it's not quite that big a thing yet, although I see some other references here and there in Google search.

In any case, I doubt theater of the mind is likely to bring 4e players to 5e. If anything, theater of the mind is a rejection of the premise of 4e.
 

(1) This assumes I already know Lightning Bolt. (For real fun, make it an unusual spell like "chaos hammer.")
As a DM, being incentivized to look up seldom used spells prevents players from surprising you with them.

(2) This assumes the system gives no advice on how to properly balance monster abilities.
Neither system does this. You get advice on properly balancing monster abilities via advice to the DM on properly balancing monsters. There were lots of subtle things about monsters in 4e that were not covered by the creating monsters section.

As for the rest? I don't even know where you're coming from, since my experience re: prep time is the polar opposite. There's not a single time where I've looked at a 4e stat block and said, "Gee, this would be so much easier if they just said 'chaos hammer' and made me look up the spell!"
That’s your experience.
Mine is me rubbing my temples and going “I just want a fight with duergars, why do I have to learn 8-12 unique powers and figure out how to synergize them in combat so my players don’t faceroll over the encounter.” Or having 3/5ths of an encounter built, and scanning through the Monster Builder looking for a level appropriate soldier or skirmisher that works with the rest of the combatants and can proc their special abilities.

You can pretty much distill any spell that's simple enough to reasonably include into a monster's combat stat block down to "damage and/or an effect." Putting it into functional and precise language makes it just that much easier during play.

Yes, there are spells which break the mold (and, for that matter, monster abilities which do). Mirror Image, for example. These can be used as appropriate, but "ease in play" is a biggie for me. If you can't explain it with a few numbers and a sentence or three, leave it out of the stat block, please.
Ugh.
Just ugh.
I hate that so much. The whole “this power is too complex to be summarized so let’s remove it” attitude. The “this power has no combat use so dump it” thought process. I dislike the reduction of monsters from part of the world to speedbumps the PCs thump over during an encounter. Monsters as nothing more than big bads of xp to be wacked like piñatas until treasure falls out.

Monsters are there to be antagonists for your players. Most of the time that means combat but not always. Sometimes that means roleplaying and diplomacy. Sometimes it means trickery and guile. Sometimes it means stealth and avoidance. Sometimes the PCs are interacting with a monster without realizing it. Sometimes a monster is helping the PCs.


The thing is firstly that I object on principle to interesting monsters being a subtype of wizard. It makes them all boring - no more alien than Star Trek aliens which are humans with prosthetic foreheads.

That’s not what I’m saying. I’m saying that wizardly monsters should be a subtype of wizard. They should use wizardly mechanics. The monsters that cast spells should cast spells. And if a monster is going to use a power that is functionally identical to a spell just call it the damn spell.
If something looks like a duck, quacks like a duck you call it a duck. If something looks like a fireball, has the same mechanical impact as a fireball then it’s a fireball.


Calling something a fireball does not save everyone time. The only people it saves time for are obsessive D&D wonks who've memorised the effects of fireball by edition and who know which edition they are playing. The average casual player might remember the rules to fireball. They aren't going to remember the rules to Polymorph unless they happen to be playing a druid.
I knew what a fireball was years before I played D&D. Because it’s part of the fantasy zeitgeist. It’s part of the culture. It’s in forty years of books and video games. It’s universal.

Only if you want it to turn into technology. Magic should never lead to the PCs being able to say "Magic doesn't work that way". Once it's reached that point it's mundane.
That’s the D&D magic system. Anyone can learn magic and it works reliably. Hence Eberron.
If you want to change for you your world you certainly can (I’ve done so in the past and there are innumerable campaign settings that tweak magic), but by default that is how it works.

Monster abilities that are in any way different from PC abilities should not be PC abilities. To do so simply flattens the world and makes it less mysterious and less interesting.
Yes… that is was what I said.

Which means that in the single case of spellcasting evil wizards who are using standard spells there is a point in cross-checking their fireballs against the PCs fireballs. When the Balor starts throwing Standard PC Issue Fireballs that's not a bonus from familiarity, it's just plain blandness. And when the evil wizard throws a non-standard necrotic spell that the PCs would never learn unless they swear their soul to Graz't, that's when things get real.
Blandness has its place. If you just need to deal quick damage, bland works. If there are a bunch of bland powers it makes the exciting and unique ones stand out. Bosses need to be exciting and dynamic, but mooks and minions don’t. The waves of colour coded flunkies the BBEG throws at the PCs don’t need a vast array of unique snowflake powers.

Most 4e powers blurred together to me after a year of play. Because I had no idea what any individual power did, I often stopped narrating fights. It was really hard to find any memorable and exciting abilities when they are were unique snowflakes.
http://youtu.be/A8I9pYCl9AQ

All the nonsense about the specific tribal organisations is world specific.
See, I loved that. Because I had better things to do as a new DM than try and figure out the social structure of orcs or what a gnoll tribe was like. I was happy the book told me the baseline.
And, even then, I knew if I wanted orcs to be different in my world they would be.
For my very first campaign setting I happily ignored the book and made minotaurs a race.

 

I’m going to do some monster review, and think about the design.
I’m using the pit fiend for this, because it’s a complicated monster with a stack of spell-like abilities. And it was also released as a 4e preview back in ‘08, so I can just copy the stats into the post.

4e Pit Fiend Abilities:
Aura of Fear (Fear) aura 5; enemies in the aura take a –2 penalty on attack rolls.
Aura of Fire (Fire) aura 5; enemies that enter or start their turns in the aura take 15 fire damage.
Melee Flametouched Mace (standard; at-will) • Fire, Weapon
Reach 2; +31 vs. AC; 1d12+11 fire damage plus ongoing 5 fire damage (save ends).
Melee Tail Sting (standard; at-will) • Poison
+31 vs. AC; 1d6+11 damage, and the pit fiend may make a free followup attack. Followup: +29 vs. Fortitude; ongoing 15 poison damage, and the target is weakened (save ends both effects).
Melee Pit Fiend Frenzy (standard; at-will)
The pit fiend makes a flametouched mace attack and a tail sting attack.
Ranged Point of Terror (minor; at-will) • Fear
Range 5; +30 vs. Will; the target takes a –5 penalty to all defenses until the end of the pit fiend’s next turn.
Ranged Irresistible Command (minor 1/round; at-will) • Charm, Fire
Range 10; affects one allied devil of lower level than the pit fiend; the target immediately slides up to 5 squares and explodes, dealing 2d10+5 fire damage to all creatures in a close burst 2. The exploding devil is destroyed.
Infernal Summons (standard; encounter) • Conjuration
The pit fiend summons a group of devil allies. Summoned devils roll initiative to determine when they act in the initiative order and gain a +4 bonus to attack rolls as long as the pit fiend is alive. They remain until they are killed, dismissed by the pit fiend (free action), or the encounter ends. PCs do not earn experience points for killing these summoned creatures. The pit fiend chooses to summon one of the following groups of devils:

3e Pit Fiend Abilities:
Full Attack: 2 claws +30 melee (2d8+13) and 2 wings +28 melee (2d6+6) and bite +28 melee (4d6+6 plus poison plus disease) and tail slap +28 melee (2d8+6)
Special Attacks: Constrict 2d8+26, fear aura, improved grab, spell-like abilities, summon devil
Disease (Su) A creature struck by a pit fiend’s bite attack must succeed on a DC 27 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.
Fear Aura (Su) A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Poison (Ex) Injury, Fortitude DC 27, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.
Spell-Like Abilities At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, unholy aura (DC 26); 1/day—meteor swarm (DC 27). Caster level 18th. The save DCs are Charisma-based.
Once per year a pit fiend can use wish as the spell (caster level 20th).
Summon Devil (Sp) Twice per day a pit fiend can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.

2e Pit Fiend Abilities:
In 2e they had similar attacks to 3e (claws, bite, tail, wings) and had their fear aura and regeneration. And the “standard baatezu powers”, whatever those are.
They could cast detect magic, detect invisible, fireball, hold person, improved invisibility, polymorph self, produce flame, pyrotechnics, and wall of fire. Plus, on a more limited basis, they can cast wish and symbol of pain.

1e Pit Fiend Abilities:
Limited to just two attacks and their tail, they can still cast produce flame, pyrotechnics, wall of fire, detect magic, detect invisible, polymorph self, hold person, and symbol of pain.

In combat, all pit fiends are pretty similar: they walk up and thump people with claws and slap with the tail. All radiate fear via their aura. All seem to summon summon devils, which is a common devlish ability.
So, really, despite their plethora of spells, pit fiends in most editions ran fairly similar in actual combat. Only one spell (symbol of pain) had a lot of reliable combat utility at the level you face a pit fiend; I’m surprised that wasn’t folded into the 4e p-fiend, but I imagine that was the source of its point of terror ability. Other spells are less useful; wall of fire would be interesting for some control, but flying would negate much of its oomf. The 3e p-fiend certainly has a lot of needless spell powers that don’t do much but clutter the monster. And it had a crapton more abilities I edited out for clarity (ones that became Universal Monster Rules in Pathfinder).

Thinking about D&D Next now (and purposely avoiding looking at the p-fiend in the Bestiary).
They’d have their claw attacks, a bite that poisons, and tail with a special grapple ability. (I’m not sure why they gained scorpion tails in 4e.) They’d also need the ability to summon other devils. All that is pretty standard. They’d likely need the usual ability to make two claw attacks or a claw and bite or something.
A good pit fiend would likely have a fear aura that does rely on knowing the fear spell; that is needless. Just give the penalty in the aura.
For spells, they’ve had many of same spells for most editions, so changing them feels unneeded. But as only a few have combat use I wouldn’t detail all of them in the statblock. I’d describe what symbol of pain does and - if there was enough room- maybe hold person or wall of fire. A ranged offensive spell might also be nice so they could have fireball. These aren’t signature abilities of the pit fiend, so they work as standard spells. They don’t need to stand out. The rest of the spells (detect magic, detect invisible, polymorph self, produce flame, pyrotechnics and the annual wish) can just be listed and left undetailed.

The side spells are bits of flavour. Being able to produce flame isn’t needed in the statblock but it’s nice to know a pit fiend can just emit fire whenever it wants. A pit fiend isn’t going to detect invisible in most fights, but it’s a handy spell for it to have in its arsenal. Ditto detect magic. It’s not likely that a party will invisibly sneak past a pit fiend, but if that situation occurs it’s not going to derail the game while the DM spends 2 minutes checking the details of that spell (if, by 15-20th level they don’t know). A quick spell check is painful in combat when everyone is waiting for the action, but is more forgivable outside of rounds.

I had an entire campaign that revolved around a pit fiend manipulating the party while polymorphed, acting as their patron. So the ability to polymorph self was important to my game. I likely would not have even considered the pit fiend as that kind of evil mastermind had the monster entry not included that spell-like ability. The Big Bad of that campaign would have otherwise ended up being an evil wizard or something otherwise. Or, more likely, I wouldn’t have even had that idea if I had not been reading that monster entry and had inspiration strike.
Ditto the wish. That’s a pretty darn big story hook right there, and a mechanical justification for deals with the devil. Although a limit should be tacked on so it’s not used on combat, such as being a ritual only.
 

In any case, I doubt theater of the mind is likely to bring 4e players to 5e. If anything, theater of the mind is a rejection of the premise of 4e.

I disagree with this. 4e fans already have 4e. And there isn't another RPG that's as good at what 4e does as 4e is. What IME most 4e fans who aren't exclusively 4e fans want is a game that's as good as 4e is at what it does. Next ... feels like the goal is to be good enough rather than to be as good as posible.
 

As a DM, being incentivized to look up seldom used spells prevents players from surprising you with them.

Neither system does this. You get advice on properly balancing monster abilities via advice to the DM on properly balancing monsters. There were lots of subtle things about monsters in 4e that were not covered by the creating monsters section.


That’s your experience.
Mine is me rubbing my temples and going “I just want a fight with duergars, why do I have to learn 8-12 unique powers and figure out how to synergize them in combat so my players don’t faceroll over the encounter.” Or having 3/5ths of an encounter built, and scanning through the Monster Builder looking for a level appropriate soldier or skirmisher that works with the rest of the combatants and can proc their special abilities.


Ugh.
Just ugh.
I hate that so much. The whole “this power is too complex to be summarized so let’s remove it” attitude. The “this power has no combat use so dump it” thought process. I dislike the reduction of monsters from part of the world to speedbumps the PCs thump over during an encounter. Monsters as nothing more than big bads of xp to be wacked like piñatas until treasure falls out.

Monsters are there to be antagonists for your players. Most of the time that means combat but not always. Sometimes that means roleplaying and diplomacy. Sometimes it means trickery and guile. Sometimes it means stealth and avoidance. Sometimes the PCs are interacting with a monster without realizing it. Sometimes a monster is helping the PCs.

I'm not arguing whether or not you had a different experience. That's clearly not something I could know.

Like I said, though - speaking only for myself - I have never looked at a 4e stat block and said, "I really wish I had to look up some spell lists about now." Literally never. :) Nor have I stressed out about learning all of a monster's abilities; I like to read through ahead of time, but that's a really quick process because of the simple and functional language. If necessary, I can open to a monster entry and be ready to go in about 20 seconds, unless it's an intentionally complicated solo. And even then it's way faster than anything with spell-like abilities in 3e or earlier.

As for the last part, that's not really what I said now, is it? In fact, if you look upthread, you can see that I think monsters should have interesting non-combat stuff, too. I just want a clean, simple, and functional stat block for combat situations. I do not want the entire monster to be reduced to the stat block; that's not what I said. The rest of the entry can cover the non-combat stuff, including the weird bits. I don't even have an objection to listing "other spells" (with no general combat application) a monster or NPC knows in the text; I just don't want them in the stat block unless they're easy and clear to use without cross-referencing.
 

As a DM, being incentivized to look up seldom used spells prevents players from surprising you with them.


But... that takes half the fun out of DMing.

That’s your experience.
Mine is me rubbing my temples and going “I just want a fight with duergars, why do I have to learn 8-12 unique powers and figure out how to synergize them in combat so my players don’t faceroll over the encounter.” Or having 3/5ths of an encounter built, and scanning through the Monster Builder looking for a level appropriate soldier or skirmisher that works with the rest of the combatants and can proc their special abilities.


*shakes head*

Why do you need to learn the abilities? This makes no sense to me. All you need is to remember the triggers, and that takes seconds. And I've never had any real problems making my monsters synergise.

Just ugh.
I hate that so much. The whole “this power is too complex to be summarized so let’s remove it” attitude. The “this power has no combat use so dump it” thought process. I dislike the reduction of monsters from part of the world to speedbumps the PCs thump over during an encounter. Monsters as nothing more than big bads of xp to be wacked like piñatas until treasure falls out.

Monsters are there to be antagonists for your players. Most of the time that means combat but not always. Sometimes that means roleplaying and diplomacy. Sometimes it means trickery and guile. Sometimes it means stealth and avoidance. Sometimes the PCs are interacting with a monster without realizing it. Sometimes a monster is helping the PCs.


And the 4e monster statblocks are more than sufficient for this with a couple of bits of explanatory text. This is mostly because of the skill paradigm of 4e being very different from earlier editions.

That’s not what I’m saying. I’m saying that wizardly monsters should be a subtype of wizard. They should use wizardly mechanics. The monsters that cast spells should cast spells.

OK. The human, elf, and gnome wizards should cast arcane spells. That I'm allowing. Absolutely no monster that isn't explicitely a mundanely trained wizard should cast spells. Demons? Use demonic magic which should emphatically not be like PC magic. Succubi shouldn't cast spells. They should just be succubi, not silly forehead wizards Aberrant creatures like beholders? Hell, no. They should be special. No monster that isn't explicitly trained as a wizard should pretend to be a wizard.

And if a monster is going to use a power that is
functionally identical to a spell just call it the damn spell.


No. That sort of design limits your monsters and makes pointless work, tedious memorisation, and pointless book-lugging for the GM. If a monster is going to use a power that is functionally identical to a spell then it should be for one of two reasons:
1: The wizards copied the idea off the monsters
2: Sheer coincidence.

If something looks like a duck, quacks like a duck you call it a duck. If something looks like a fireball, has the same mechanical impact as a fireball then it’s a fireball.

But why should most flaming bursts have a 20 foot radius?

I knew what a fireball was years before I played D&D. Because it’s part of the fantasy zeitgeist. It’s part of the culture. It’s in forty years of books and video games. It’s universal.

As I have pointed out fireball has significantly changed from edition to edition A 2e fireball is not a 3e fireball is not a 4e fireball. All that is part of the fantasy zeitgeist is that wizards throw big balls of fire around.


That’s the D&D magic system. Anyone can learn magic and it works reliably. Hence Eberron.

Um... no. That's the 3.X magic system. In AD&D you could not change classes under most conditions. Therefore most people can not ever learn magic once they've started. You are confusing one of the changes made between 2e and 3e with the way D&D has always been. Eberron was based on 3.5 rules. Please stop re-writing D&D into one subset of D&D.

Most 4e powers blurred together to me after a year of play. Because I had no idea what any individual power did, I often stopped narrating fights. It was really hard to find any memorable and exciting abilities when they are were unique snowflakes.

Yet I managed two just last night.


Well, if you are going to cite an animated villain I guess that we are going to have a difference of opinion. He was the villain of the film for a very good reason.
 

“Magic” in a world should have rules, and all magic should obey those rules.

<snip>

If they’re casting a spell then it should act like a spell.
I don't share this sentiment at all. Magic is the defiance of rules. And spells are no one single thing: compare, say, a chaos sorcerer to an infernal warlock to a tome wizard. In the fiction, they all look pretty diffrent to me in what their spell casting consists in.

I love “that which man was not meant to know”. But you can’t just throw it around all the time. You can’t break it out to explain every spellcaster other than you.

<sip>

If the party is fighting a 10,000 year-old larval mage from antediluvian times then, yeah, the mad scribblings in his spellbook should probably not be read. But if it’s just some punk elf conjurer… his spells should be garden variety.
I think we see the gameworld differently. My 4e gameworld, based around the 4e default, doesn't have "generic" conjurers. Because 4e doesn't have generic spellcasters. No two PC casters can be expected to be the same, given the variety of classes, powers and feats. So why would NPCs be different?

Death knights are actually a good example of my point. They have “Eldritch Fire”, which has the area of fireball and comparable damage to fireball cast as a 7th-level spell. It has half the range, but that doesn’t make it a new spell.
But what does eldritch fire look like? What does it do? Is it a burst of fire or a wave of necrotic energy that bursts into flames? Do creatures just catch ablaze? Is it an exploding ball or a radiating pool of flame or expanding ring of fire?

We have no idea because there is just the mechanical game effect as it pertains to the PCs.
I assume we're talking here about the Next Bestiary? In that case, there is a note that the eldritch fire sets flammable material in the AoE alight. But does it matter whether one GM narrates it as a ball of fire, and another as a wave of necrotic energy that sets things alight (I'm thinking a bit like Ghost Rider)?

That tells me what they are and where they live but little else.
But what do they eat? What are their goals? How do they live? Are they social: how often is “sometimes … live together”? Are they civilized or savage?

<snip>

Look back at the aboleth entry. It tells me how to use them in an encounter, with each monster’s tactics called out, but not how to use them in an adventure or campaign. It’s basically “this monster lives underground and bends humanoids to its will.” Coming to that uninitiated (and unfamiliar with Lovecraft) one might get the impression of a dull-witted creature meandering through the underdark and turning people into zombies.
It doesn’t mention their intelligence, their cities, or how the creatures bent to its will are its slaves that do its bidding. It doesn’t suggest Lovecraftian cults or the implied age of the aboleths.

Most of the early 4e monster fluff just fell flat in that regard. It told you what the monster was, but not its place in the larger world.
On the intelligence of aboleths - according to their stat blocks they are all INT 23, which I think answers that question. They are also all trained in Arcana and Dungeoneering, which provides us with more information about their knowledge and inclinations.

On the sociality of aboleths - besides being told that they sometimes live in broods (you seriously want a % chance for this?), there is this from p 8 that I didn't bother to quote:

Aboleths lair in the deepest reaches of the Underdark, having slipped into the world from the Far Realm. However, lone aboleths can be found closer to the world’s surface, haunting ruins, deep lakes, and old temples without hope or want of companionship. In many of these places, kuo-toas serve them.​

On the place of aboleths in the larger world, we have all that I've quoted: they come from the Far Realm, they live in broods in the Underdark but solitary ones haunt deep lakes and temples closer to the surface, perhaps served by kuo-toas. We also have this, from the DMG p 161:

the most alien creatures known [are] aberrant monsters such as the aboleth and gibbering orb. These creatures don’t seem to be a part of the world or any known realm, and where they live in the world, reality alters around them. This fact has led sages to postulate the existence of a place they call the Far Realm, a place where the laws of reality work differently than in the known universe.​

So we know also - if we hadn't worked it out from the description already give plus the illustration on p 9 of the MM - that aboleths are alien horrors.

As to their goals which they pursue with their aid of their enslaved humanoid and willing kuo-toa servants: I assume that this is the sort of thing a GM might work out. What do alien entities do? Observe humanity? Ignore it? Do things that seem irrational to us because our puny minds can't comprehend the motivations of such otherworldy beings?

Have you really looked at aboleths, realised that they're mind-enslaving entities from another alien world, and then been puzzled as to how you might work them into your game?

Now, the 3e MM wasn’t much better, often having shorter entries. Both failed compared to the 2e Monsterous Manual.
Here is what I found on the aboleth in the 2nd ed Monstrous Manual:

The aboleth is a loathsome amphibious creature that lives in subterranean caves and lakes. It despises most land-dwelling creatures and seeks to enslave intelligent surface beings. It is as cruel as it is intelligent. . .

An aboleth brood consists of a parent and one to three offspring. Though the offspring are as large and as strong as the parent, they defer to the parent in all matters and obey it implicitly. Aboleth have both male and female sexual organs. A mature aboleth reproduces once every five years by concealing itself in a cavern or other remote area, then laying a single egg and covering it in slime. The parent aboleth guards the egg while the embryo grows and develops, a process that takes about five years. A newborn aboleth takes about 10 years to mature.

The aboleth spends most of its time searching for slaves, preferably human ones. It is rumored that the aboleth use their slaves to construct huge underwater cities, though none have ever been found. The aboleth are rumored to know ancient, horrible secrets that predate the existence of man, but these rumors are also unsubstantiated. There is no doubt that aboleth retain a staggering amount of knowledge. An offspring acquires all of its parent’s knowledge at birth, and a mature aboleth acquires the knowledge of any intelligent being it consumes.​

This doesn't tell me the motivation of aboleths either; nor how often they live in broods rather than on their own (the number appearing is 1d4, but I have never assumed that this is to be taken as a demographic statistic - apart from anything else, a linear shape doesn't look right for that). It has what is, for me, needless details about their reproduction (I haven't got room for proper stat blocks, but I've got room for that?). It uses unnecessary words to tell me stuff that the 4e entry conveys via the Arcana and Dungeoneering entries.

It adds information about underwater cities, in the form of "rumours", but doesn't mention deep lakes, temples or kuo-toa, so it's not as if it has more world-oriented information. Just different.

This actually fits my impression of 2nd ed material: an obsession with reproduction and aspects of demography more generally, but many words for little actual story.
 
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