MonsterEnvy
Legend
I am aware 3e was it's debut. That does not matter to my question. I asked how is 2024 higher magic than 2014 and you replied Eberron, which already existed.Eberron appeared in both 3e, 4e and 5e.
I am aware 3e was it's debut. That does not matter to my question. I asked how is 2024 higher magic than 2014 and you replied Eberron, which already existed.Eberron appeared in both 3e, 4e and 5e.
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.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.
You think Eberron's magic ubiquity was higher in 3e?That was back 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.You think Eberron's magic ubiquity was higher in 3e?
Those were the only sources of spells, not magic. That movie posited an extraordinarily magical world.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.
Yeah cause it was FR, which has always been pretty magical.Those were the only sources of spells, not magic. That movie posited an extraordinarily magical world.
Probable so, and I’d be just fine with that.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.
I'd rather the design effort was focused on creating monsters as creatures that exist in the setting more than specifically as opposition.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.
As opposed to what? FR has been the poster world for 5e since it was released. Seems pretty representative.Yeah cause it was FR, which has always been pretty magical.
No just saying FR which has always been the most popular D&D world has always been very magical. Even back in 1e. It has not changed as much as you seem to think.As opposed to what? FR has been the poster world for 5e since it was released. Seems pretty representative.