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


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That’s a very good observation! I think that in reality, you’re never going to get monsters 100% identifiable from their stats and abilities alone, but I think it’s a worthwhile ideal to pursue, and the closer a design gets to success at that goal, the harder it would be to reskin that design without it being obvious that the reskin is not what those stats were designed to represent. Personally, I consider that a worthwhile tradeoff, but YMMV.
Wouldn't the ultimate outcome be less reskinning and more new monster creation? I don't know that's necessarily a problem, especially if the game features reasonable monster design tools.

Personally, I'd actually love to see more guided reskinning guidelines in general, laying out more clearly what you can/should change without mechanical impact, and what impacts you'd get by making other changes. @NotAYakk earlier called out how arcane blast is unsatisfying to reskin if you're just swapping around damage types. If effect riders were intrinsic to damage types, and/or damage types had their own damage scales, you could much more easily lay out how to make an "acid" version of any monster and what that would mean.

We're not going to get it, but if the design effort has been focused on how to evaluate monsters/NPCs as opposition and not on how to create them from the ground up as opposition, you could imagine the game would feel a lot more free to contain more LEGO brick style pieces to build stuff out of.
 


You think Eberron's magic ubiquity was higher in 3e?
It was the same, as that was the point of the setting. Wide Magic, with tons of random workers using wands and magical tools in their daily lives.

I was saying Eberron was not introduced in 5e or 2024. So I don't get how you can use it to claim they are higher magic than older editions.
 

But the only real sources of magic in the movie were the Sorcerer, the Evil Wizard, and the Druid. None of which would have been out of place back in the 80s or 90s.

My questions have not been answered how 2024 is more magic heavy than it's earlier version or even 3e or 4e.
Those were the only sources of spells, not magic. That movie posited an extraordinarily magical world.
 



Wouldn't the ultimate outcome be less reskinning and more new monster creation? I don't know that's necessarily a problem, especially if the game features reasonable monster design tools.

Personally, I'd actually love to see more guided reskinning guidelines in general, laying out more clearly what you can/should change without mechanical impact, and what impacts you'd get by making other changes. @NotAYakk earlier called out how arcane blast is unsatisfying to reskin if you're just swapping around damage types. If effect riders were intrinsic to damage types, and/or damage types had their own damage scales, you could much more easily lay out how to make an "acid" version of any monster and what that would mean.

We're not going to get it, but if the design effort has been focused on how to evaluate monsters/NPCs as opposition and not on how to create them from the ground up as opposition, you could imagine the game would feel a lot more free to contain more LEGO brick style pieces to build stuff out of.
I'd rather the design effort was focused on creating monsters as creatures that exist in the setting more than specifically as opposition.
 



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