CapnZapp
Legend
3rd edition gave each monster an absurd level of little used abilities.I don't think complaints about the monsters are entirely without merit. I don't think the system needs a complete overhaul or anything that drastic. I think the system already has provided the tools needed. I've modified monsters in order to make them more challenging. For instance, I've made a Marilith able to use her reactive ability to parry arrows and I made teleport a move action for her. Pretty easy. Didn't need WotC to hold my hand for it. They can't write the rules with every game group in mind.
I think a big part of it is howcodified everything was in the predominant edition that folks have come to 5E from...the 3E/Pathfinder rules. There is a formula for almost everything. So I think people became very used to that. They want to be able to consult a table in a book that says "adding ability X to monster Y increases its CR by Z." In a way, I can understand that desire because that's what people have become used to.
However, given the approach that 5E is taking, I don't think that such a thing that anyone should expect any time soon. It just seems at odds with how they are approaching the game in this edition. Why spend all that time and effort to create rule components that will appeal to a handful of the audience...especially when the resolution for any problems that such components would add is already in the hands of the players?
My Marilith problem, for example. Played one encounter with one when she was well beyond the PCs actual ability. So she was still beyond their ability...I played it up as more of a sparring session where she was toying with them. But I saw a couple of areas that could be an issue for when she shows up later in the campaign and the PCs are more capable. So I switched her abilities a bit. Nothing drastic...nothing that I even need to write down. Problem solved.
We already have the tools to fix the problems ourselves. I would rather they spend time and effort on other matters than simply addressing one aspect of the game that a small percentage of the audience has an issue with.
That is not what I am asking for, and what I consider to be a reasonable expectation.
However, statting up Juiblex, say, as a melee heavy hitter that can be completely neutralized by the repelling blast ability of warlocks is a HUGE failing in my book.
You simply don't design CR 15 and CR 25 creatures the way you can get away with designing CR 5 creatures.
There's this whole layer of... sophistication... that's by and large missing complete from this edition's high-level monsters. Like as if the MM was rushed. Or they put an intern on the job.
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So please don't try to frame this as something completely ordinary. And please don't paint our criticism as something unreasonable.
Yes, I'm calling you out on doing precisely this, hawkeyefan. You start out by being completely reasonable, but then you start dropping one uncalled for slight after the other.
I'm not looking for a "formula for almost everything". I don't "need WotC to hold my hand".
Using such language is only meant to denigrate the validity of our complaints.
The system hasn't "provided the tools needed" when it is precisely the opposite. The problem is definitely not solved just because you made it work once, in your home game.
A designer of high-level monsters must provide a way to counter trivial tactics, or the CR should be dropped to make it clear this is just a beefier upgraded low-level monster, with none of the tricks a true high-level monster needs to have to challenge a high-level group.
What the MM has done, is to drop the ball on high-level play.
Nothing more, nothing less. You will see it too, eventually, hawkeyefan.