They posted the whole stat block on beyond. You can see it here:
Preview the New Stat Block Design
Here is how the are handling shapechange:
At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no Tmeporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
There’s a few things I like in the new stat blocks but tons that I don’t like. Specifically in regards to the Shapechange qualifying text, I really don’t like it. Because the spell shapechange (a) is a total stat block swap out, and (b) the (2014) spell language is really player facing in a way that doesn’t translate to monsters 1:1 - “you retain the benefits of your class, race, or other source…you can’t use special senses…” Instead of it being bad at the level of having to check the PHB, now it’s introduced a second stopping point of then incorporating the exceptions text in the MM.
If they’re designing a game intended for experienced players who are assumed to know the gist of how the shapechange spell works, that’s a design choice that at least has a rationale. With the new “edition” being marketed for newer folks, and most campaigns not seeing 9th level spells ever get used (acc to Hasbro’s own data), it seems like the wrong move.
Also… You mention shapechange as a non-combat spell. Thing is that line between combat/non-combat gets blurred when there’s a shapechanging enemy. One can become the other real quick, and now I’m scrambling to figure out the spell text (and the qualifying text) as my players have rolled initiative and are waiting for me.
I would actually consider streamlining any switcheroo powers (stealth is another example) as of special importance for gameplay.
I guess I don't understand how this discussion of paradigm shifts relates to analysis paralysis. They seem to be separate issues to me.
Here’s how: Analysis paralysis comes from assessing a suite of too many choices that are codified. At least for me, when I’m operating from “pure” imagination, there are no options I’m weighing in that way. I just implement without hesitation or comparison. It’s a different process.
I generally like a somewhat standardized format, but I am not against the change to green slime. However, maintaining a consistent format doesn't mean you can't include useful information (carrying capacity, over land travel, etc.). I think what I would like more people to embrace is the idea that monster is not just a stat block. For me, the monster entry and stat block work together (ideally). I will say the 2024 MM seems to be using more that way (like A5e and others have too).
I am curious why despite preferring standardized stats, you were content with the green slime change? That’s a big change ( at the design paradigm level). What about that worked for you? And why would that not work for other monsters like a unicorn, or shrieker, or what have you?
Love the Brotherhood of the Wolf and Jessica Jones references!
Yeah, Brotherhood of the Wolf (and Witcher) were huge influences on me when I was GMing 4e. Silly movie, but lots of fun, good acting, and knocks it out of the park with atmosphere.
I am able to and have run monsters without a stat block. I just us the improv tools from the DMG. In fact I do it quit a lot.
However, that is not how I like to design a monster. As I mentioned before I don't like to / am somewhat uncomfortable designing monsters for a game. I like that a stat block / monster entry is a tool to express a creature in a fictional world. I enjoy that, probably more than anything else in D&D, and it is more important than making it easy to DM. I can DM / run a monster anyway I want regardless of the stat block. However, I want the stat block to tell a story of the world. For me, monster design exists beyond its use at the table. I am not saying that is good, or what an RPG company should do. I am just saying that is what I like to do, what I want when I design a monster.
Really just trying to explain that while an understand your broad approach to the function of monsters / monster stat blocks, it is not something I am ever likely to embrace. Some giant monsters are probably easier to run as a "dungeon," but that is just not a monster design that interests me.
Yeah, I think you’re describing the argument for simulationism, at least applied to monster stats. That’s been the D&D way as long as monster manuals have been published.
Hopefully I’ve communicated what for me are the downsides of adhering completely to that approach to monsters.
But your view is valid, actually it’s more than valid because you definitely describe the majority view by a huuuge margin. Most conversations I have with GMs about monster design can’t even touch on these finer points because the conversation is ONLY happening within that simulation-focused bandwidth (maths, combat powers, how this monster compares to that monster, and so forth).