Mustrum_Ridcully
Legend
Sneak Attack Scoop!WotC_Miko said:And you still can, with the rules in the DMG for turning any creature into a Solo threat.
Sneak Attack Scoop!WotC_Miko said:And you still can, with the rules in the DMG for turning any creature into a Solo threat.
Exactly -- that can only go so far until it becomes monster-of-the-week, "What kind of wacky guardian beast do we see THIS time?"TwinBahamut said:For example, there are a lot of unique creatures in the 3E Monster Manual, but I imagine that I would only use less than 30% of the creatures in that book in actual gameplay. Many monsters like the Digester, Ythrak, Dretch, or various other creatures are certainly unqiue, but they are not interesting or useful.
This is exactly my feeling.Kishin said:I think the draw for me is that the specialized variations generally play differently and more interestingly than 3E class levelled up humanoids. A Gnoll clawfighter definitely has more mechanical and tactical appeal to me than slapping a gnoll with barbarian levels, 90% of the time resulting in just a generic 'rush in and beat face' monster with comparatively little depth.
But you're just wrong there.Pinotage said:So, yes, I still maintain that all those 4e kobolds are nothing else than 3e kobolds with class levels and feats. And just to point out once again, yes, 3e monster design is more cumbersome than 4e, but that's not the point.
WotC_Miko said:And you still can, with the rules in the DMG for turning any creature into a Solo threat.
ThirdWizard said:The game is built around PCs' vs. an enemy group.
Keenath said:But you're just wrong there.
If they were just class/feat combos, then a Gnoll Rogue and a Goblin Rogue and a Drow Rogue would operate *pretty much the same way*. There would be nothing about a goblin rogue that screams "goblin" when he's at the table -- he's just another Rogue, who happens to be green and warty instead of slender and black.
The 4e concept, the whole POINT of the exercise, is to make the powers fit the flavor of the creature. You can't do that with "lego blocks" like classes. A goblin rogue should have powers that relate to being a tricky little bugger who fights dirty, while a drow rogue should have powers that relate to poison and paralysis and entrapping enemies..
BryonD said:Really? That is really sad to hear. I know that when I want a unique gnoll barbarian, I am able to produce decent variations pretty much 100% of the time, often on the fly if needed. And I'm pretty sure the gnoll clawfighter is going to be the same gnoll clawfighter the next time with zero added depth.
Pinotage said:Of those we've seen, the pit fiend is positively boring compared to its 3e counterpart.
Patlin said:Wow, really? I thought the 4e Pit Fiend looked like a really cool monster. It lost maybe 30 abilities I'd probably never use, but retained (through rituals) the oportunity to have it do whatever the plot called for. I especially liked the ability to throw minion bombs!
Frankly, I think the 4e Pit Fiend is about as interesting as the 3e Pit Fiend. Looking over the stat blocks, each has abilities the other lacks and many of the spell-like abilities the 3e Pit Fiend has aren't particularly effective in actual high-level combat.Pinotage said:I'd like to see more creatures at higher. Of those we've seen, the pit fiend is positively boring compared to its 3e counterpart. Will magical 4e creatures at Level 20 be more exciting than high level 3e creatures and creatures with class levels and hence access to loads of abilities?