D&D General D&D 2024 does not deserve to succeed


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I'm also arguing from a consumer standpoint. If the company that produces a product goes bankrupt, then I have no new product. We still have all the lore TSR created if you want and it sounds like we agree that 3PP stuff is overall good. TSR constantly tried to shut down 3PP as much as possible.

So I guess I don't even know what you're arguing. 🤷‍♂️
Folks treat TSR like it was terrible because ultimately the company folded. I'm saying they had a good long run, and made a ton of product, much of which was very good. I wouldn't trade that away from a consumer standpoint for a better run business that produced a lot less and lasted longer.
 


No you can't mix and match. You have to go by what the DM/group is running. If the majority wants 2024 D&D because the mentality of "newest version of biggest brand name = best", then that's what you're forced to play. A new generation of kids are going to buy 2024 D&D and have ONLY that as their play material.
Im gonna let you and everybody else on here, including Morrus' dog, play 2014+2024 Frankenstein Edition at my table.
 

How does it make sense that constitution covers completely different things like poison resistance(endurance), ability to hold your breath(endurance), ability to survive without eating(endurance), and concentration(endurance)? You got me there. I have no idea.
Definition: Physical constitution refers to the physical characteristics of a person's body, particularly in terms of their health, strength, and appearance. It can also include the way a person's body functions, metabolizes, and reacts to stimuli 🤷‍♂️
 

It will necessarily have to force the narrative. Preventing a premature end to the game should be a no. 1 priority.
Not for me. Having the setting and everything in it make as much logical sense as can be practically modeled, whatever that leads to, is my no. 1 priority. Sometimes (not all that often really) that leads to a bad end. When that happens, new campaigns are born and hopefully we all learn a little.
 

That's the problem. The CR design rules for monsters in the DMG are crap and incomplete. Unless you've very diligently disassembled existing monsters to puzzle out how they're supposed to work - which takes time and experience from actual play. By the time you get it right, you've probably already got a campaign or two under your belt and could do monster design without the crappy guidelines in the DMG.

As you can probably tell, I hate the current monster building guidelines, and I've literally done over 600 monster blocks so far for 5E.
I disagree. The CR guidelines in the DMG work well and are very accurate to published monsters, particularly ones after the MM. The issues I see are:
  1. People don't follow the guidelines completely. Some people just look at the table and say that it is it - but it is a lot more involved than that. If you follow them correctly, they work.
  2. They can't cover everything. The DMG had a list of monster features that affected a creature's CR - easy. However, this list has not been updated with all the new monster features. So their is some guess work one needs to do to account for unique monster features with no exact precedent.
  3. Guidelines, not rules. The monster creation guideline is not a set of hard rules that can't be modified or even "gamed." They are made to allow freedom of design which is a good thing IMO. However, can lead to places that stretch our ability to define CR.
  4. Situational benefits. Some creatures/abilities/features are very potent against some groups or in some situations, but much less so to other groups or other situations. That is, and should be IMO, in the fold of the DM to understand the monster and their group.

The vast majority of the time when I see a monster with a CR out of line, it is because they didn't use the guide correctly. The biggest issues I often see are:
  1. people don't account for saving throws (+0 or +2 or +4 to AC depending on how many)
  2. people don't account for monster features (use the list or find something that is close)
  3. people misapply the offensive or defensive CR adjustment(s).
 



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