Paul Farquhar
Legend
But the dog is so cute…Actually I was using the dog as a simple and clear example of my point. Don't get hung up on the dog.
But the dog is so cute…Actually I was using the dog as a simple and clear example of my point. Don't get hung up on the dog.
Nice job dodging the point.I don't know. Never cared for any version of Pathfinder much.
Let's get things back on topic, shall we?
I am pretty sure I have only used Stone Golems a single time. They're one of those monsters that you can't really use until fairly late in the campaign, and once you do your players probably have a lot of powerful options to deal with it. the one time I did (I think in my Dungeon of the Mad Mage campaign), they were kind of underwhelming. They don't do great damage, and Eidolons are a more interesting alternative. My party was pretty easily able to take on a good amount of them (I think there were 6? Alongside some Githyanki, too?)
However, I like most of the changes. Slightly higher AC is good. Stone should be tough to damage. More HP is good, since they're moving away from "resistance to nonmagical bludgeoning, piercing, and slashing damage" as a concept (which I like). Combining Damage and Condition immunities into a single section is interesting. I'm not sure I like it.
Shape-shift as a new key word is interesting. I wonder what other monsters will use it.
Capitalizing Advantage is interesting, too.
Their Slam now deals 4d8 damage instead of 3d8, which I think is good.
Force bolt as a ranged attack is strange. I get that they're animated by (elemental) spirits and created by arcane spellcasters, so it's not completely unfounded, but I would prefer something like a Throw Boulder attack. Or something like an AOE Earth tremor that deals bludgeoning damage and knocks people prone.
And they probably should have explained the effects of Slow if they are going to have an action that causes it. No need to force the DM to open a new tab/book.
The stone golem has gotten a significant upgrade!
2014
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2024
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I haven't used golems for a while, but I actually had a design in mind in which they shoot force beams like the giant construct in the end of Nausicaä, so this works for me.
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I think to me it is weirder that they cast slow, but I think that is just one of those D&D legacy things that has been like that forever and no one remembers why.
I wish big strong brute creatures like this would have their melee attacks to know ar throw people around.
Could mean we're going to get templates that can be added to any monster for customization. It would make the process of increasing CR of monsters easier for a lot of people.One thing I noticed reading the DMG is that some NPC monsters have Warrior added to their name, like "Veteran Warrior" and the new monster "Infantry Warrior"
I usually make my own worlds, but I like to use the official settings as places to start from, if I want a setting that's similar enough to an official one. I like running horror and Ravenloft is a good D&D setting, so I don't necessarily feel the need to create a new horror setting--especially since an entire world of horror would be terribly unrealistic without a plot contrivance like the Dark Powers. I could create an entire planehopping setting for myself, but I like Sigil and the gate towns, and I like at least the concept behind many of the planes, so I might as well grab stuff from Planescape (along with the numerous other planar books I own).Then homebrew seems like a better fit for you. I always play homebrew. But I still enjoyed the story of D&D as depicted in decades of lore for which any attempt at coherence has officially been abandoned. And that makes me sad. That's literally all this is, so I'm unsure why my feelings about D&D's lore are getting do very much flack.
D&D: Here's some lore.
You: They changed it too much in a way I don't like and now it's objectively bad.
Other people: There's nothing wrong with it / it's great / I love it.
You: No, it sucks. It's too different from what was going on before.
Other people: Sure there's plenty of continuity, if you think of XYZ first / Treat it like an alternate universe / You still have access to the other material to use in your game /Who cares? It's just lore. It's going to go out the window once the PCs start getting strong enough to make waves / They've made bigger, weirder, or dumber changes before and you didn't complain / metaplots get in the way anyway and a lot of them have been rejected by the fans for being dumb or badly done.
You: No, it's bad. Terrible. Those other lore changes aren't real lore changes because they don't outright change things.
Other people: Yeah they do. New lore alters the context of older lore.
You: It's clearly just a cash grab. They're being forced to write this for the younger audience and not what they really want to write, which is what I want to read, because they don't care about me as a fan anymore. Also, I don't actually play these settings; I just read them. Oh, and it's just my opinion.
Other people:![]()
Thanks for another take on why I'm wrong, but @Levistus's_Leviathan already covered how I'm making everyone around me have a worse time by my presence. I'm withdrawing from this thread.I usually make my own worlds, but I like to use the official settings as places to start from, if I want a setting that's similar enough to an official one. I like running horror and Ravenloft is a good D&D setting, so I don't necessarily feel the need to create a new horror setting--especially since an entire world of horror would be terribly unrealistic without a plot contrivance like the Dark Powers. I could create an entire planehopping setting for myself, but I like Sigil and the gate towns, and I like at least the concept behind many of the planes, so I might as well grab stuff from Planescape (along with the numerous other planar books I own).
Your feelings about D&D lore are getting flack because of the following:
That's why.
And this basically happens every time something like new lore drops. Every time. And it's not even written in a ridiculous, over-the-top way like Snarf and their hatred of bards of elves (which also gets a facepalm from me, at the least).
I mean, there's literally nothing stopping you from continuing the meta-plot on your own. Write a supplement. Write a short story. Heck, just outline what you want to see and stick it up here on a new thread or on a blog or something for others to use as a springboard. Do something creative with your thoughts instead of just kvetching about it all the time.
Probably because if there was a standard damage die (due to size and/or creature type), people would say it was too boring and predictable, even if it was also simple to use.Why does an Air Elemental's fist deal 2d8 damage, while an Awakened Tree's Fist does 3d6 damage, and a Clay Golem's does 2d10 and an Earth Elemental does 2d8?
You might say that their size plays into it, but why do elementals deal d8's and the golem a d10? You might argue the Tree and Treant do d6's because they are plants, until you see the Twig blight does d4's. And if it is size, why do the medium Mummy's deal 2d6 then 3d6 extra instead of 1d6? Same with the ghoul dealing 2d6? Maybe it is because of undead? But the Vampire does 1d8.
Or. Maybe. Trying to understand why they picked specific numbers for the damage dice is a little hit or miss, unless they named the attack after a weapon. Because their actual concern was reaching an average, and making sure the nature of the attack was thematic. At a certain point, the why for damage is... because.