Corinnguard
Hero
Exactly, why mess with draconic perfection?I never saw any reason to change the art design at all.

Exactly, why mess with draconic perfection?I never saw any reason to change the art design at all.
Worked for me. This reminds me of comic book artists coming into a long-running title and insisted on "putting their own stamp" on things when the existing style work well as it is. Writers do it too.Exactly, why mess with draconic perfection?They had the same design since 3e.
I never saw any reason to change the art design at all.
I think what @Micah Sweet meant is that there was no reason to change their design that had been around since 3e.We should go back to the old school gold dragon from 1e? The design has changed back and forth over editions.
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I would have been perfectly fine with that, but as @Corinnguard said, the design has been consistent from 3e until now.We should go back to the old school gold dragon from 1e? The design has changed back and forth over editions.
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the Monster Job is just a programming trick.First off the variants of creatures, it's not just Goblins, it's Goblin Minions & Goblin Hexers. It's not just Empyreans it's Empyrean Iotas (with the choice of fiend or celestial), it's not just Owlbears, but the Primeval Owlbears as well, etc..., that was very much a 4e thing.
They are also bringing bloodied back.
Increasing focus on high CR epic monsters.
More different powers.
They are bringing minions back at least in some form.
I probably missed some other examples.
i feel like there is potential in the idea of repurposing/utilising the sidekick classes for monster's class levels, like, here are these classes that are designed to imitate the classes but streamlined and simplified.In traditional D&D, Humanoid monsters started out with a base set of stats. Then you'd tack on PC class levels (!) to make them more powerful.
This inherently made the Humanoid monster's upgrade feel like it was part of the world - it was casting spells that the PCs cast and recognize, it was doing moves that PCs did (or could do), etc. A goblin rogue backstabbed like a PC did, a goblin fighter got extra attacks like a PC fighters.
Now, a problem develops in that the "ideal" PC is full of bells and whistles for a single human being to spend time tweaking. The player also tweaks the PC between fights and sessions, and PCs last for a long time. Monsters, on the other hand, are "ideally" often run by the half dozen or more by a DM, and rarely survive an encounter.
This means that the detail level of a PC should be higher, to keep the player entertained, while the detail level of a foe of a PC should be lower.