D&D Monster Manual (2025)

D&D (2024) D&D Monster Manual (2025)

There were no rules for creating spelljammer systems or planetoids, for example. All they did was "look at the example systems in the adventure".

Like if you wanted to homebrew your own system, they left you hanging. Or how to facilitate space fantasy adventures and what to look out for.

Like, just compare it to Van Richtens Guide to Ravenloft, which gave you way more help and guidance to create your own domain of dread.
While charts on doing so would have been nice (really nice, im not going to argue against that!), they aren't absolutely necessary for a Spelljammer game to work effectively. Using your imagination is a perfectly fine alternative to having charts to do it for you.
 

log in or register to remove this ad

While charts on doing so would have been nice (really nice, im not going to argue against that!), they aren't absolutely necessary for a Spelljammer game to work effectively. Using your imagination is a perfectly fine alternative to having charts to do it for you.
By that argument WotC should produce a lot less content in general.

"Just use your imagination! Money please!"

Sorry, but the Spelljammer thing really disappointed me.
 


New Empyrean seems a noticeable boost from the old version. The new auto stun is neat as is the choice to take more damage and not be stunned. I think most characters of a high enough level to fight this guy will almost always take the damage....but if its two hits together....yeah I might take the stun over 42 extra damage just depends on which character gets hit.

Also noting he got a massive boost to his Int and Cha saving throws, so you can no longer take this guy out with a gimme banishment or something like that.

Honestly the only thing for me that missing (and its a minor thing) is some basic like Regeneration 10 kind of thing (or even just cure wounds as an at-will). It basically has no impact to the actual combat against high level characters, but to me it helps reinforce the power of these extremely high CR threats.

Even 500 completely untrained archers with shortbows can do about a quarter of the empyreans health in a single round. Now he likely can move away...but the damage is technically permanent until maybe a 1 hour short rest, and so you could see even a rag tag army actually chasing away one of these epic threats. But even just a bit a regen, and yeah he moves away for a few minuts, and comes back and full strength. Gives a lot more credence as to why you need heroes to beat these kinds of threats rather than just ragtag armies.
 

I think the idea that 5e24 was "rushed" is laughable as they have been actively working on it for years and have even more years of experience with 5e14 to draw upon. Are there mistakes, do people disagree with some choices, yes. Nothing is perfect or perfect for everyone. That doesn't mean it was rushed. Heck, you could make the argument that this was the least rushed RPG updated ever!
Do not mistake time they worked on it with time between releases. It can be rushed and still be years after the original version. Whether this one is, no idea, but they did have some time crunch with their OGL handling and PHB playtests running late. Whether the plan always was to have none for the other two books (apart from Bastions), I do not know
 

Do not mistake time they worked on it with time between releases. It can be rushed and still be years after the original version. Whether this one is, no idea, but they did have some time crunch with their OGL handling and PHB playtests running late. Whether the plan always was to have none for the other two books (apart from Bastions), I do not know
Sure, but they have said they have been working on them for years and we have been seeing the changes as soon as at least Tasha's and monster stat blocks for some time. So the specifics of these books, that is more recent, but work on the rules update have been tinkered with for a long time.
 

New Empyrean seems a noticeable boost from the old version. The new auto stun is neat as is the choice to take more damage and not be stunned. I think most characters of a high enough level to fight this guy will almost always take the damage....but if its two hits together....yeah I might take the stun over 42 extra damage just depends on which character gets hit.

Also noting he got a massive boost to his Int and Cha saving throws, so you can no longer take this guy out with a gimme banishment or something like that.

Honestly the only thing for me that missing (and its a minor thing) is some basic like Regeneration 10 kind of thing (or even just cure wounds as an at-will). It basically has no impact to the actual combat against high level characters, but to me it helps reinforce the power of these extremely high CR threats.

Even 500 completely untrained archers with shortbows can do about a quarter of the empyreans health in a single round. Now he likely can move away...but the damage is technically permanent until maybe a 1 hour short rest, and so you could see even a rag tag army actually chasing away one of these epic threats. But even just a bit a regen, and yeah he moves away for a few minuts, and comes back and full strength. Gives a lot more credence as to why you need heroes to beat these kinds of threats rather than just ragtag armies.
In what world is 500 archers a ragtag army?
500 trained archers are a lot.

I also think, it is nice that even high end foes have to respect masses of mortals. Might be the reason they are not going to battlefields without their own army.
 

In what world is 500 archers a ragtag army?
500 trained archers are a lot.

I also think, it is nice that even high end foes have to respect masses of mortals. Might be the reason they are not going to battlefields without their own army.
Oh not trained archers....guys with +0 dex, +0 attack. No training in the shortbow, just enough to fire the thing. 500 schlubs with barebones equipment take out an Immortal titan from like the dawn of creation.

I get that 5e intentionally made it where high end threats were much more vulnerable to masses of guys than older editions, so part of that is just setting your expectations in line with the system. that's why I'm wouldn't asking for like invulnerability to regular weapons or anything like that. Just a little regeneration so that the guy can strategically retreat from the army and then hit another spot at full strength....rather than have to go "well guess I just have to leave this plane those little arrows are real scary".
 

Oh not trained archers....guys with +0 dex, +0 attack. No training in the shortbow, just enough to fire the thing. 500 schlubs with barebones equipment take out an Immortal titan from like the dawn of creation.
That's why I feel there should be stats for mobs of Humanoids. Like 20 to 30 of those are a CR 3 or 4 creature, with an area attack that does 4d6 piercing Dex save for half.
 


Remove ads

Top