D&D (2024) Its till just me or is the 2024 MM heavily infused by more 4e influences?

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.
Level Up's new Monstrous Menagerie 2 includes rules for heroic monsters, designed to level up as recurring foes and/or allies. They are explicitly mentioned as good mechanical options for upgrading an existing creature.
 

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If you don't set PC/NPC design transparency as a design goal from the outset, then 4e's choices are sort of an inevitable outcome, assuming you do the design work well and don't intentionally shoot for minimalism.

Monsters exist to show off a few abilities, you want a variety of different roles/encounter functions to make fights dynamic, and you want a variety of monsters within an archetype/species to let you do themed encounters. The result is a bunch of different orc statblocks for different kinds of orcs, and design generally references a "role" or combat archetype system to get your starting math.

Personally, I think PC/NPC transparency is an obvious good and should be a design constraint, but as that's clearly never been a 5e norm then all improvements to 5e monster design will make it look a little more like 4e. It's not so much taking ideas from 4e, as doing a better job running with a 4e idea 5e had already brought on board.
I assume by “PC/NPC design transparency” you mean PCs and NPCs function in the same way mechanically? In that case, I would argue that it was kind of a design constraint in early 5e. Like, not quite because they weren’t totally consistent about it. But they seemed committed to keeping NPC designs close enough to transparent with PC designs that you could pretend they were transparent if you wanted them to be. It was kind of part of 5e’s “compromise edition” design. Make everything look close enough to something that could have fit into the reader’s favorite edition, regardless of what that may have been (maybe excluding the various versions of original/basic).
 

IMO, you should 100% always do the latter.

It is easy, I find almost trivially easy in most cases, to take a well-designed mechanical structure and give it the flavor and character it requires in order to feel grounded and tangible and fitting.

I find it damn near impossible under most circumstances to take a collection of things something "should have" because of its nature/origin/whatever, and ensure that that collection is actually fun and exciting to interact with. That approach far, far too often leads to exactly the problems of many early 5e creatures (and many 3e ones as well): Fat Sack of HP syndrome, Rocket Tag, and a host of other problems.

Naturalistic reasoning is good and useful, cannot be discarded, and is essential for making the game rich and meaningful, rather than being Stats & Spreadsheets. But rigidly requiring that absolutely everything must start from purely naturalistic reasoning? That frequently leads to things that aren't actually fun to play against.
I would propose a third option: Start from the design principle that players should be able to tell what a monster is (or near enough to the mark) by fighting it, even if the DM doesn’t use its name or describe its appearance beyond minimum necessary detail. This should completely avoid Sack of HP syndrome because one sack of HP is indistinguishable from another without description, but it will also insure that all the abilities a monster has “makes sense” for that monster to have, because the abilities are designed specifically to express something recognizable about the monster.
 



Well, yes, 3e was definitely the outlier here. But, I'd also point out that adding classes only really applied to humanoids. Yes, you could add classes to monsters, but, it generally wasn't the way you advanced a monster. Monsters had their own rules for advancement.
That may have been true in your game, but in published adventures, as well as every campaign I ran or played in, monsters with class levels were very common.

One of the joys of 3e was in creating a half-fey gelatinous rust monster 4th level barbarian/2nd level rogue/5th level ninja of the crescent moon (or whatever).
 

I did air quote naturalistic because Im not really sure what that means apart from like "expresses teh fantasy of that creature as has been established in the D&D mythos or popular culture; or the appropriate theme for a being of the role being filled."
I loved the whole ecology of the monster's things that dragon magazine used to do. I do think for those who are new to DM'ing, overworked and without lots of prep time or in some cases just not super creative it helps a lot to have an idea of the ecologcial niche the monster might occupy. But i find it easier to design the area I'm going to be in then just put monsters that seem to make sense to me. I don't have time to get a master's degree in monster Biology and lifestyles, (though I may have put a big chunk towards it in early years), Sometimes the encounter just needs to work at the level your party is going to fight at and you just have to pull somethingout of the monster manual or a google search. That's just as ok as having a perfect ecological encounter.
 

That may have been true in your game, but in published adventures, as well as every campaign I ran or played in, monsters with class levels were very common.

One of the joys of 3e was in creating a half-fey gelatinous rust monster 4th level barbarian/2nd level rogue/5th level ninja of the crescent moon (or whatever).
I started using Class levels for monsters in 1st edition because it just made it easier to design encounters that were challenging for my high level party. First time I did it I made a PC half/ogre after reading a dragon magazine article and the PC's had to deal with a 10th level fighter half ogre chief. I'll never forget the look on thier faces when they unloaded on him and he didn't drop, but instead took a potion and pulled out that sword of sharpness they'd been asking for for 5 levels. You know they never asked for a really powerful anything again.
 

I loved the whole ecology of the monster's things that dragon magazine used to do. I do think for those who are new to DM'ing, overworked and without lots of prep time or in some cases just not super creative it helps a lot to have an idea of the ecologcial niche the monster might occupy. But i find it easier to design the area I'm going to be in then just put monsters that seem to make sense to me. I don't have time to get a master's degree in monster Biology and lifestyles, (though I may have put a big chunk towards it in early years), Sometimes the encounter just needs to work at the level your party is going to fight at and you just have to pull somethingout of the monster manual or a google search. That's just as ok as having a perfect ecological encounter.
Sure, except the rules rarely offer both equally.
 

I started using Class levels for monsters in 1st edition because it just made it easier to design encounters that were challenging for my high level party. First time I did it I made a PC half/ogre after reading a dragon magazine article and the PC's had to deal with a 10th level fighter half ogre chief. I'll never forget the look on thier faces when they unloaded on him and he didn't drop, but instead took a potion and pulled out that sword of sharpness they'd been asking for for 5 levels. You know they never asked for a really powerful anything again.
That sounds like an awesome session! Good thing there were rules back then that supported it.
 

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