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A Better Monster Manuel
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<blockquote data-quote="GM Dave" data-source="post: 5794445" data-attributes="member: 6687992"><p>I was thinking of how the MM for 5e could be designed better.</p><p></p><p>The last several generations of Monster Manuals or Bestiaries have been mostly Encyclopedias of weird creatures with stat blocks. There is some fluff text (which decreased in 4e) and hopefully a bit of tactical advice and usage.</p><p></p><p>The trouble that I have with the past generation of MM's is they are encyclopedias and not real aids to the GM.</p><p></p><p>I like having the books to generate ideas and the 4e system made it easier to grab pieces and assemble them with a few 'pre-set' suggested selections.</p><p></p><p>The trouble is that it focuses on only one element of adventure which is monsters which you are supposed to hit over the head and grab stuff from.</p><p></p><p>I think that it would be better if title was changed to something like the 'Tome of Challenges' or 'Guide Book to Adventure'.</p><p></p><p>This would encourage the authors to think of other things that should be included beyond monsters.</p><p></p><p>I would much rather see information included in the new version;</p><p></p><p>1> Trap information for traps of different shapes and levels</p><p>2> Hazard information for hazards of different shapes and levels</p><p>3> Organization information for how the different monsters might fit together in a larger group. I'd also like to find suggestions on Villianous Religious groups or Magical Cabals and how they work and operate</p><p>4> Lair information for how the monsters might manipulate their environment and use it as 'part of the encounter' instead repeatedly finding the monster sitting in a 'bare' room.</p><p>5> Several linked series of story seeds and general story seeds.</p><p>6> Sketched out details of plug and play encounters for the GM that has to assemble pieces in a hurry for players that went somewhere they did not plan or need to prepare an adventure in a hurry.</p><p>7> Guide lines for monster construction or adapting the provided monsters to new situations and encounters.</p><p></p><p>I know that some people will point and say that things like Traps and Monster construction are found in the Dungeon Masters Guide but I ask why are the rules there? Should not those rules be grouped with the examples of their usage? Should not the book of examples contain examples of how to adapt and use those creatures and how to rapidly assemble the pieces together.</p><p></p><p>More detailed construction from scratch rules and guidelines could in the DMG but the base MM should have the materials for making the job of being a GM quick and fun with a variety of threats instead of just beasts.</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5794445, member: 6687992"] I was thinking of how the MM for 5e could be designed better. The last several generations of Monster Manuals or Bestiaries have been mostly Encyclopedias of weird creatures with stat blocks. There is some fluff text (which decreased in 4e) and hopefully a bit of tactical advice and usage. The trouble that I have with the past generation of MM's is they are encyclopedias and not real aids to the GM. I like having the books to generate ideas and the 4e system made it easier to grab pieces and assemble them with a few 'pre-set' suggested selections. The trouble is that it focuses on only one element of adventure which is monsters which you are supposed to hit over the head and grab stuff from. I think that it would be better if title was changed to something like the 'Tome of Challenges' or 'Guide Book to Adventure'. This would encourage the authors to think of other things that should be included beyond monsters. I would much rather see information included in the new version; 1> Trap information for traps of different shapes and levels 2> Hazard information for hazards of different shapes and levels 3> Organization information for how the different monsters might fit together in a larger group. I'd also like to find suggestions on Villianous Religious groups or Magical Cabals and how they work and operate 4> Lair information for how the monsters might manipulate their environment and use it as 'part of the encounter' instead repeatedly finding the monster sitting in a 'bare' room. 5> Several linked series of story seeds and general story seeds. 6> Sketched out details of plug and play encounters for the GM that has to assemble pieces in a hurry for players that went somewhere they did not plan or need to prepare an adventure in a hurry. 7> Guide lines for monster construction or adapting the provided monsters to new situations and encounters. I know that some people will point and say that things like Traps and Monster construction are found in the Dungeon Masters Guide but I ask why are the rules there? Should not those rules be grouped with the examples of their usage? Should not the book of examples contain examples of how to adapt and use those creatures and how to rapidly assemble the pieces together. More detailed construction from scratch rules and guidelines could in the DMG but the base MM should have the materials for making the job of being a GM quick and fun with a variety of threats instead of just beasts. [/QUOTE]
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