MCDM monster book “Flee Mortals!” KS is live!

I'm very surprised how similar the villain actions and cowardly leader are to designs I have......

I like that the sample monsters push the existing monsters to the edge of 4e, but keep them usable in 5e. 4e monsters were the best (though at high levels all the conditions could be a challenge).
 

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I'm very surprised how similar the villain actions and cowardly leader are to designs I have......

I like that the sample monsters push the existing monsters to the edge of 4e, but keep them usable in 5e. 4e monsters were the best (though at high levels all the conditions could be a challenge).
When talking about 4E, Matt's often asked why he doesn't support it with MCDM releases. He's basically said it's hard enough supporting the biggest living RPG in the world, supporting a dead game, especially one as...widely disliked...as 4E would be impossible. His designs, especially action-oriented monsters, are clearly trying to split the difference. Bring the cool of 4E monster design into 5E. It's great stuff.
 

The minion rules are a bit convoluted. They're almost identical to the 4E version, because of course. But there's needless complexity added to those simple rules. For some reason minions have 6 hit points, but die if they take 1 point of damage from an attack or a failed save. I guess pushing one off a cliff should have a chance of not killing it. But that plays into overkill attacks...which work, but again, are a bit overly complicated. I get why. They legally can't copy 4E verbatim...but it's an odd choice. Minions die from 1 damage, but if you do more than 6 it becomes an overkill attack, damaging the next one...minions die from 1 damage, but if you do more than 6 it becomes an overkill attack, damaging the next one. I get it. But that's going to be a sticking point and cause some confusion at tables.
 

The minion rules are a bit convoluted. They're almost identical to the 4E version, because of course. But there's needless complexity added to those simple rules. For some reason minions have 6 hit points, but die if they take 1 point of damage from an attack or a failed save. I guess pushing one off a cliff should have a chance of not killing it. But that plays into overkill attacks...which work, but again, are a bit overly complicated. I get why. They legally can't copy 4E verbatim...but it's an odd choice. Minions die from 1 damage, but if you do more than 6 it becomes an overkill attack, damaging the next one...minions die from 1 damage, but if you do more than 6 it becomes an overkill attack, damaging the next one. I get it. But that's going to be a sticking point and cause some confusion at tables.
He does explain why....but I agree, they went from super simple to more complex.....I'm going to play with them some, but I don't have paid playtesters and volunteer testers.....
 

He does explain why....but I agree, they went from super simple to more complex.....I'm going to play with them some, but I don't have paid playtesters and volunteer testers.....
In the video he says they changed it. I haven’t seen or heard an explanation as to why. It’s most likely a legal thing. Cannot copy exactly. So they have to change it up.
 

In the video he says they changed it. I haven’t seen or heard an explanation as to why. It’s most likely a legal thing. Cannot copy exactly. So they have to change it up.
It is in the sample.....

You might ask, why not just give minions 1 hit point and take no damage when they save for half, like in fourth edition? First, spells that use a creature’s hit points to determine effectiveness—like color spray and sleep—would devastate all minions, even those meant to challenge high-level characters. These spells are still effective against minions, just not devastating! Second, spells and effects that deal damage without any attack roll or save—like magic missile and spike growth—would lay waste to minions with 1 hit point. This fits the fiction for minions with low challenge ratings, like goblins and zombies. But the balance of combat and fiction breaks down to near-silliness at higher levels when the same spells easily take down powerful devil minions. Finally, high-level spells with a save for half damage—like fireball or meteor swarm—would feel wasted against minions with 1 hit point. Why use a higher-level spell when a lower-level one will do? Similarly, the fourth edition design could lead to a kobold minion illogically surviving a fireball spell while a “stronger” standard kobold next to them dies, despite both creatures succeeding on their saving throw. By contrast, under this book’s minion rules, spellcasters still have a good reason to use high-level spells against minions
 

It is in the sample.....

You might ask, why not just give minions 1 hit point and take no damage when they save for half, like in fourth edition? First, spells that use a creature’s hit points to determine effectiveness—like color spray and sleep—would devastate all minions, even those meant to challenge high-level characters. These spells are still effective against minions, just not devastating! Second, spells and effects that deal damage without any attack roll or save—like magic missile and spike growth—would lay waste to minions with 1 hit point. This fits the fiction for minions with low challenge ratings, like goblins and zombies. But the balance of combat and fiction breaks down to near-silliness at higher levels when the same spells easily take down powerful devil minions. Finally, high-level spells with a save for half damage—like fireball or meteor swarm—would feel wasted against minions with 1 hit point. Why use a higher-level spell when a lower-level one will do? Similarly, the fourth edition design could lead to a kobold minion illogically surviving a fireball spell while a “stronger” standard kobold next to them dies, despite both creatures succeeding on their saving throw. By contrast, under this book’s minion rules, spellcasters still have a good reason to use high-level spells against minions
Hadn't read that part yet.
 

I will probably back this as I love monster books; however, I am a bit put-off by the funding goal of $600,000. IMO, the funding goal should be the break even goal and I have a hard time believing they need $600K to break even.
 

I'm reading them now. Looks like Matt's porting in a lot of 4E stuff. Monster roles are in. Minions are in. Monsters come in specific varieties to fill specific roles. There's also action-oriented monsters in here. Matt's design idea from a few years ago. Lots of great stuff in the preview.
Yes, I notice it too. Lots of stuff many people of have been doing, but it will be nice to have it all in one book. I do wish they had taken it a bit further and made a "solo" more like a mythic monster.
 

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