In my experience they'd ironed a lot of that out in the bestiaries, but to be fair, I haven't run 2E at champion or epic tier yet. I would definitely not use the 1E vanilla core book monsters unmodified, though, if that's what you're thinking of.
By far my favorite thing about 13a. Having cool monster abilities that trigger on certain rolls, such as a natural even roll or a natural 15+, leads to monsters that are more colorful and surprising but also easier to run as DM. The best of both worlds.Monster design: Monster abilities and tactics trigger off die rolls. This means GMs spend less time deciding what a monster does on their turn. It works great.
Mod Note:Note the first draft of this post was written by AI, then revised by me.
By far my favorite thing about 13a. Having cool monster abilities that trigger on certain rolls, such as a natural even roll or a natural 15+, leads to monsters that are more colorful and surprising but also easier to run as DM. The best of both worlds.
I just read the entry for Redcap in 13th Age Bestiary, and yeah...that entire write-up is money, top to bottom. Their powers, the description, the background, the plot hooks, and even their relationships with the Icons. Just awesome, inspiring stuff. It reminds me of Monster Overhaul, which is high praise indeed.My favourite in 1st edition 13th Age were the Redcaps, that would reappear when players said "the word" chosen by GM during their first encounter.
there is a preview and eventually there should be an updated SRDNeat, maybe I'll check 2e out. I wish there was a free way to peek the rules (is there?).
pelgranepress.com
I don't usually read monster books straight through, as I just flip through for what I might need. 13th Age was the exception.I just read the entry for Redcap in 13th Age Bestiary, and yeah...that entire write-up is money, top to bottom. Their powers, the description, the background, the plot hooks, and even their relationships with the Icons. Just awesome, inspiring stuff. It reminds me of Monster Overhaul, which is high praise indeed.
I would be interested in hearing if Shadow of the Demon Lord/Weird Wizard does anything differently than the traditional D&D approach with...*: arcs ("days" in 1E) are probably worth their own look, as they are a bigger break from D&D tradition in terms of rest and the "adventuring day".

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.