mamba
Legend
because you have more magic on the character side1e was almost unplayable without magic: magic weapons, armor. wands, etc. were a requirement to challenge moderate to high level threats. That just isn't the case in 5e
because you have more magic on the character side1e was almost unplayable without magic: magic weapons, armor. wands, etc. were a requirement to challenge moderate to high level threats. That just isn't the case in 5e
It's not a matter of unused material. It's a matter of what results are (IMO extremely) likely to pop out by accident when you design without any consideration for what the experience of facing off against something will feel like. A conflict or two where the experience is sacrificed in the name of naturalism is fine. A campaign built out of them is not. I would much, much, much rather have something that specifically sets out to produce a string of "good" (well-crafted) experiences, even if it must make minor (I stress, minor) sacrifices to naturalism in the crafting of those experiences, than something which ensures that every single experience is as maximally natural as possible even if that harms the experiences in the doing.I've never based monster design on how long PCs can be expected to interact with it. Too gamist. I'd rather over-design so I have everything I might need, and accept that there will always be unused material.
No, you can play 5e without any magic on the character side. I have done, it is quite fun to play that way actually.because you have more magic on the character side
Alrighty. I think the issue then is, more or less, that you're going to need to have a HUGE menu of abilities to choose from if you want to both (a) have those abilities actually be interesting to face off against, and (b) get even a reasonable accuracy of knowing what X monster is with bare-minimum description + seeing some abilities. That's not necessarily a problem per se, but it does induce combinatoric explosion in the testing of these abilities, because now you need (to invent a number) 100 genuinely different monster abilities (counting say 2 "blank" abilities so that not all monsters have 4 distinct abilities), and 100 choose 4 = 3921225. Even if you only need to actually test a tenth of one percent of that...you'd be testing almost as many monsters as were printed during all of 4th edition. Just to get things off the ground.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.
Oh, a zillion reasons.I don’t think they really need addressing. If a stat block is so clearly identifiable as the creature it’s supposed to represent that I can’t make any modifications to it without it no longer feeling like the same monster, why would I want to make modifications to it?
Okay, here's a good example of what I mean:I expect you’re thinking of much more rigidly defined sets of abilities than I intended. Like, I actually think 4e did a really good job of making monsters feel in play like what they were supposed to represent, and I’m in favor of 5e taking more cues from 4e’s monster design because I think it’s a really good way to achieve this goal of making monster stats feel like what they represent without having to rely on DM description.
This is completely fair. 4e definitely did not give very good advice for how to handle various status effects and such--there was some logic written into the actual monsters themselves and what levels they appeared, but it did not make these ideas actually available to the DM.I have posted about them before so rather than do that again I will try to find that post and get back to you.
However, in short 4e only had quick monster creation rules. It never gave you a detailed account on how special features and effects change the difficulty of the monster. 4e had lots of conditions, but the 4e monster creation rules never address. You want to give your monster a stun effect, good luck figuring out what that means for the monster's difficulty.
Personally...I think this was an issue of the devs caving to player demands. Specifically, things like Expertise.Also, at higher levels monsters were seriously under powered. I ended up making my on monster damage table based on the DMG42 website table. It is posted here somewhere on EnWorld. The epic version (level 30-40) is in the downloads under 4e.
I can actually speak to this for once!Via them getting one of the major casters to do some spells for them yes it did to me, and it was just a small village, I would expect the major settlements to have way more magic stuff.
A comparable place the Town of Phandalin in 5e products has no wizards or spellcasting clergy in it. And it's located in FR which has some pretty damn magical locations even nearby the town.
Minor nitpick - PHandalin does have a spellcasting cleric in it. But, your point does stand.Via them getting one of the major casters to do some spells for them yes it did to me, and it was just a small village, I would expect the major settlements to have way more magic stuff.
A comparable place the Town of Phandalin in 5e products has no wizards or spellcasting clergy in it. And it's located in FR which has some pretty damn magical locations even nearby the town.
Agreed. Just finished doing the entire Phandalin module with only a warlock as a caster (more on that below) and it worked fine.No, you can play 5e without any magic on the character side. I have done, it is quite fun to play that way actually.
Heh. In the interests of transparency, I was the DM for this game. And the decision to make this a very low magic campaign was set at the outset of the campaign. Even the warlock was allowed under protest.I can actually speak to this for once!
It was pretty annoying, as the only real spellcaster in the party (Fighter, Barbarian, Monk, and my Celestial Warlock). I'd taken the (5.0) Book of Secrets so I could learn rituals. But because of the incentives in that campaign making it nearly impossible to ever actually go to a major city rather than our little hamlet, we essentially could not ever actually go to town to DO anything with our riches and such. I wanted to do magic stuff! I really did! But it just didn't make sense to go do that, and I wasn't about to be a petulant jerk and demand it, especially since that could put our friends/allies/objectives at risk.
So....yeah. In some ways, 5e is higher magic than editions that came before. Directly-accessible and reliable spellcasting being the main thing. But in other ways, even in settings that are pretty high magic like FR, 5e really isn't that high-magic at all.
Who, Sister Garaele is the only person I can think of in town who could be, but she is explicitly a commoner.Minor nitpick - PHandalin does have a spellcasting cleric in it. But, your point does stand.
Sister Garaele in Shattered Obelisk, is an Acoloyte which is a 1st level caster.Who, Sister Garaele is the only person I can think of in town who could be, but she is explicitly a commoner.