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A Better Monster Manuel
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<blockquote data-quote="Deset Gled" data-source="post: 5794602" data-attributes="member: 7808"><p>I think a lot of your complaints/ideas (and those of others) is really a disagreement about what truly belongs in a Monster Manual. At the very base level, most people expect a Monster Manual to be a manual of monsters. Traps/hazards are not monsters. Story seeds are not monsters. Humanoids are kinda monsters, but they're also kinda boring as monsters.</p><p></p><p>Don't get me wrong, the things you're asking for are all good ideas that are critical to making a good game, I just don't think they need to me in the same book as all my beasties. Traps, hazards, and general dungeon design belong in the DMG of the Book or Challenges. Dungeon/lair design or enemy organization design belong in a published adventure, or a standalone guide. <em>Some </em>notes about individual monsters is fine, but I don't want the MM to be so full of encounter guides that it cuts down significantly in the number of monsters in the book.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 5794602, member: 7808"] I think a lot of your complaints/ideas (and those of others) is really a disagreement about what truly belongs in a Monster Manual. At the very base level, most people expect a Monster Manual to be a manual of monsters. Traps/hazards are not monsters. Story seeds are not monsters. Humanoids are kinda monsters, but they're also kinda boring as monsters. Don't get me wrong, the things you're asking for are all good ideas that are critical to making a good game, I just don't think they need to me in the same book as all my beasties. Traps, hazards, and general dungeon design belong in the DMG of the Book or Challenges. Dungeon/lair design or enemy organization design belong in a published adventure, or a standalone guide. [I]Some [/I]notes about individual monsters is fine, but I don't want the MM to be so full of encounter guides that it cuts down significantly in the number of monsters in the book. [/QUOTE]
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