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D&D 5E How would you enhance monster entries?

EzekielRaiden

Follower of the Way
Stats are all +2 to -2, that's the "checks" entry. Pick two stats for each. Should be obvious from the monster. CR is a terrible design. We don't need to waste space on it.
I don't think I agree with the first part here. Yes, reducing the statistics block is probably wise, but I absolutely do not think that it "should be obvious from the monster" in every case. In fact, I think it's often surprising what creatures do or don't have particular statistics.

Completely agree about CR though. It's not quite the absolute and unremitting dumpster fire that 3.X CR was. But it's still a flaming-hot mess that doesn't even consistently clear the bar of "better than guessing."
 

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doctorbadwolf

Heretic of The Seventh Circle
What ideas do you have for how to make monster entries in a sourcebook better?
Many! 5e NPC design basically sucks. MMoM helps a bit, but mundane critters still suck.
My contribution: Terrain and obstacle suggestions. A paragraph that gives DMs suggestions on how to use the monsters capabilities in interesting ways could be useful. It would encourage newer DMs to learn how to use terrain to make encounters and obstacles feel different.
This is a great idea.

I’d expand on it and also provide mechanics packages for encounters that give the terrain “actions” for dynamic environments.

Another idea in a similar vein is to give groups of NPCs actions and features that are only available to a group, especially stuff like off turn movement, sharing damage, etc.

For basic NPCs, a big thing for me is to give them more specific things they can do outside of combat, and to give all NPCs at least 1 proficient saving throw, and at least 3 proficient skills if they don’t have them already. I also tend to give them feats, ritual spells, and other features, and all humanoid NPCs have a race and gain benefits from it.

For beasts, I give them all at least a little more HP and damage, and anything that goes about at night has dark vision. Usually I look for things like if they are a leaping animal I boost their jump distance, etc.

Also, higher stats. Honestly NPCs should just have mods, and IMO should be the same “point buy” as PCs.
 

Tonguez

A suffusion of yellow
I didnt play 4e but I’d bring back Monster Roles - Artillery, Brute, Controller, Leader, Lurker, Skirmisher, Soldier - as shorthand for possible Tactics, maybe even a set of Tactic feats to enhance the different roles.

Organising monsters by Terrain could be cool and Id add Terrain Aspects as a means to give all monsters minor lair actions
eg in a canyon terrain a Aspect might be “Falling Rocks”, the local monster knows that and can us a bonus action to trigger it
 

TheSword

Legend
If I was releasing a monster supplement I’d want the following

  • Alternative named versions of creatures with alternative powets
  • Stonger versions (or a variety of templates that could be applied)
  • Rumours, myths and common misconceptions about the creature
  • Uses for the body parts
 


Reduce the stat block. It's wildly oversized. Remove most of the numbers and stats listed. Use that space to include some of the text from older editions that helped with making the monsters more interesting. Like adventure hooks, common goals, tactics, monster roles, lore DCs, number appearing, encounter groups, ecology, etc.

Something like this would more than suffice as the actual statblock.

Gnoll. AC 15. HD 5, hp 22. Attack +4, one per round (bite, spear, or bow). Damage 1d6+2. Move 30 ft. Checks +2/+0/-2. Morale 8.

Rampage. Reduce target to 0 hp, bonus action to move 15 ft and bite.

There's nothing in the full statblock that's necessary to run a gnoll that's not also represented in those two lines. Stats are all +2 to -2, that's the "checks" entry. Pick two stats for each. Should be obvious from the monster. CR is a terrible design. We don't need to waste space on it. Everything has darkvision, especially the monsters. It's not a question of if, rather how far. Almost always 60 ft, 120 ft, or 360 ft. Pick one. Passive perception? It's either 12, 10, or 8. Pick one. Ranges break down to melee, short range, long range. Almost nothing happens at long range in D&D. Listing ranges for the same weapons for every monster in the book is a waste of ink and space. Averaged the damage across the attack types. They're only descriptive differences.

This eliminates redundant information and saves a heap of space...so we can have all the goodies back from older editions I mentioned above.
It is abundantly clear that many of the designs of the various monsters were never actually playtested, or frankly, not sure they were designed by people who actually play D&D. I have to fix most stat blocks for actual game play.

While I think your simplification goes way too far, there is no doubt that some monsters could be simplified, and oh so many fixed. Most are vastly underpowered. I posted in a previous thread about the CR 8 Deathlock Mastermind in the real Mord's. The statblock, among other things, has:

Stats for this creatures skills (of course only 3, instead of the minimum of 4 that any Warlock would have)
A 17 on Cha, which given this is a 10th level caster, would have a minimum of 18 by that level.
A +1 to Wisdom saves (no Prof in Wis), but does have Prof in Intelligence. Remember, this is built from a Warlock.
Blowing an Invocation for this monster to be able to Detect Magic at will.

So imagine this scenario.

A group of woefully undergunned 5th level chars enter the lair of this CR 8 BBEG. One happens to be a Cleric. That char, upon seeing the BBEG, uses the Turn Undead feature. At 5th level, a Cleric has a minimum of 18 Wis. That makes the DC for the BBEG to meet/beat DC 15. The Deathlock gains Advantage on said save, but even with Advantage, the chances are 42.25% this 5th level Cleric effectively ends the encounter with a CR 8.

WOTC, well at least its consumer base, would have been better served hiring competent designers and play-testers to actually correct the statblocks, rather than introducing new playable species and dumbing down the bulk of the monsters in that new book. Oh, and if anyone things I am being too harsh on WOTC, Todd Kenreck posted on Twitter yesterday about how Nat 20's actually matter in D&D skill checks. When people at his level in the company do not even know base mechanics......
 

Mort

Legend
Supporter
It is abundantly clear that many of the designs of the various monsters were never actually playtested, or frankly, not sure they were designed by people who actually play D&D. I have to fix most stat blocks for actual game play.

While I think your simplification goes way too far, there is no doubt that some monsters could be simplified, and oh so many fixed. Most are vastly underpowered. I posted in a previous thread about the CR 8 Deathlock Mastermind in the real Mord's. The statblock, among other things, has:

Stats for this creatures skills (of course only 3, instead of the minimum of 4 that any Warlock would have)
A 17 on Cha, which given this is a 10th level caster, would have a minimum of 18 by that level.
A +1 to Wisdom saves (no Prof in Wis), but does have Prof in Intelligence. Remember, this is built from a Warlock.
Blowing an Invocation for this monster to be able to Detect Magic at will.

So imagine this scenario.

A group of woefully undergunned 5th level chars enter the lair of this CR 8 BBEG. One happens to be a Cleric. That char, upon seeing the BBEG, uses the Turn Undead feature. At 5th level, a Cleric has a minimum of 18 Wis. That makes the DC for the BBEG to meet/beat DC 15. The Deathlock gains Advantage on said save, but even with Advantage, the chances are 42.25% this 5th level Cleric effectively ends the encounter with a CR 8.

WOTC, well at least its consumer base, would have been better served hiring competent designers and play-testers to actually correct the statblocks, rather than introducing new playable species and dumbing down the bulk of the monsters in that new book. Oh, and if anyone things I am being too harsh on WOTC, Todd Kenreck posted on Twitter yesterday about how Nat 20's actually matter in D&D skill checks. When people at his level in the company do not even know base mechanics......


So first - the cleric used a (very) limited resource to drive away the monster (or alternatively make it much easier for the rest of the party to take down). I'd say that's not a bug - that's the feature working as intended. A monk with stunning fist could have done the same, as could a wizard. And the cleric's ability is specifically for undead so you'd HOPE it would be effective here.

But as to the actual issue. A regular (without legendary actions) single monster is going to get stomped by a group of PCs unless it is WELL above their CR (+4 at least, likely higher) due to the action economy (of course the more over CRed it is the higher the chance that there is a tipping point and the encounter runs into TPK territory).

Single monster encounters don't work well unless special steps are taken (such as giving the monster legendary or lair actions).
 

So first - the cleric used a (very) limited resource to drive away the monster (or alternatively make it much easier for the rest of the party to take down). I'd say that's not a bug - that's the feature working as intended. A monk with stunning fist could have done the same, as could a wizard. And the cleric's ability is specifically for undead so you'd HOPE it would be effective here.

But as to the actual issue. A regular (without legendary actions) single monster is going to get stomped by a group of PCs unless it is WELL above their CR (+4 at least, likely higher) due to the action economy (of course the more over CRed it is the higher the chance that there is a tipping point and the encounter runs into TPK territory).

Single monster encounters don't work well unless special steps are taken (such as giving the monster legendary or lair actions).
I disagree with your comment about the cleric effectively ending an encounter so easily. But as to the action economy point, yes, you are correct. I mentioned that very thing in another current thread a few minutes ago.

Oh, incidentally, my modified deathlock from Mords...one of the spells it has now is Armour of Agathys (25 points of damage to the monk when it attacks, probably twice, maybe 3 times) as I have had encounters ruined as you described with Stunning Strike) and it now has Turn Immunity, as now way, no how, and I am allowing some low level char an I-win button.
 

Mort

Legend
Supporter
I disagree with your comment about the cleric effectively ending an encounter so easily. But as to the action economy point, yes, you are correct. I mentioned that very thing in another current thread a few minutes ago.

Oh, incidentally, my modified deathlock from Mords...one of the spells it has now is Armour of Agathys (25 points of damage to the monk when it attacks, probably twice, maybe 3 times) as I have had encounters ruined as you described with Stunning Strike) and it now has Turn Immunity, as now way, no how, and I am allowing some low level char an I-win button.

IMO, turn immunity is misguided. You've taken one of the BIG reasons for clerics being good against undead and said "nah, don't think so."

If the cleric "wins" the encounter with such a resource? That's what it's there for, and he doesn't get it back for a bit unless there is time for a short rest. The encounter isn't "ruined" it is overcome. Sometimes the bad guys just go down like chumps. Makes the players feel good - and you still have infinite dragons at your disposal.

My preferred way is to recognize that these resources exist and to design encounters with them in mind rather than nerf them. Likely for ex. there would have been undead BEFORE the deathlock and if the cleric still has his turn undead, well that's either lucky or good play - not going to penalize that!
 


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