Any word yet on what's happening to monsters?

Knight Otu said:
Funny, I agree with the words you say, but not with what you want say with them. :lol:
I believe that Hit Dice themselves need to be thrown out, and hit points be determined in a different fashion. I've explained why in another thread, maybe I'll repost it here.

I'm actually very okay with that. Just not sure what that method would be. Tables are out these days... :-) A simple, easy to remember formula would probably be best.
 

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danzig138 said:
How is this particularly time consuming or annoying? No arrow drawing (?), no "What's your Dex?" It takes about maybe 30 seconds to get initiative. Maybe a minute if I decide to light up a smoke while doing so.

Oh, and by the way... In your example: In what order does Harry go compared to groups 1-4? And what order do groups 1-4 go in themselves? That depends entirely on who has the larger Dex bonus. Tie goes to the Dex bonus in Initiative. IIRC.
 

As for stats.... I like the IDEA of having stats for monsters. I hate the execution of it.
Having the 6 stats means that you have 6 bonuses which affect every damn aspect of creature creation. 16 Dex? Well that's gonna give +3 to Ref, certain skills, Init bonus, Armor...

That alone makes monster creation far more difficult than it ever was for previous editions. Player creation should be detailed, customized, involved. Monster creation should be FAST.
I really think there should be two different stat "systems".

Think about it. All you really need for 99% of your encounters is: +to hit, damage, AC, Saves, and hp. 7 numbers plus special abilities. You typically do not need to know how long a hobgoblin can hold his breath underwater. Give me a fast monster creation system, and let me approximate the details that hardly ever get used. It's a trade I'm willing to make for adventures which are nearly twice as long since you no longer need page long stat blocks.
 

Simplicity said:
As for stats.... I like the IDEA of having stats for monsters. I hate the execution of it.
Having the 6 stats means that you have 6 bonuses which affect every damn aspect of creature creation. 16 Dex? Well that's gonna give +3 to Ref, certain skills, Init bonus, Armor...

That alone makes monster creation far more difficult than it ever was for previous editions. Player creation should be detailed, customized, involved. Monster creation should be FAST.
I really think there should be two different stat "systems".

Think about it. All you really need for 99% of your encounters is: +to hit, damage, AC, Saves, and hp. 7 numbers plus special abilities. You typically do not need to know how long a hobgoblin can hold his breath underwater. Give me a fast monster creation system, and let me approximate the details that hardly ever get used. It's a trade I'm willing to make for adventures which are nearly twice as long since you no longer need page long stat blocks.

Wait a sec, don't the stat blocks come with stats already picked so it basically is just +To Hit, +Damage etc?

Or do you mean custom monsters? Which you could just assume all 10s for stats and ignore their effects?
 

Simplicity said:
As for stats.... I like the IDEA of having stats for monsters. I hate the execution of it.
Having the 6 stats means that you have 6 bonuses which affect every damn aspect of creature creation. 16 Dex? Well that's gonna give +3 to Ref, certain skills, Init bonus, Armor...

That alone makes monster creation far more difficult than it ever was for previous editions. Player creation should be detailed, customized, involved. Monster creation should be FAST.
I really think there should be two different stat "systems".

Think about it. All you really need for 99% of your encounters is: +to hit, damage, AC, Saves, and hp. 7 numbers plus special abilities. You typically do not need to know how long a hobgoblin can hold his breath underwater. Give me a fast monster creation system, and let me approximate the details that hardly ever get used. It's a trade I'm willing to make for adventures which are nearly twice as long since you no longer need page long stat blocks.

I disagree. When certain spells come into effect that reduce con, dex, or have some other effect, I want to know how it affects various aspects of the creature without affecting others. Furthemore, if I want to adjust various stats to create individuality, again the stats allow me to do this.
 

SPoD said:
What I'd like to see is that every monster in the book is created with the assumption that someone, somewhere, will want to play one as a PC.

Agreed. My games tend to assume that someone is using a race from a monster book and not a core race.
 

Greg K said:
I disagree. When certain spells come into effect that reduce con, dex, or have some other effect, I want to know how it affects various aspects of the creature without affecting others. Furthemore, if I want to adjust various stats to create individuality, again the stats allow me to do this.

Okay, reduce their non-existant "CON" stat by 2, and they lose 1 hp per CR.
Reduce their "DEX" by 2, and they lose 1 AC (or Ref Defense).

Why do they need to have stats to show the effects of stat drain? Unless you intend to Con drain them to oblivion. But that'll happen when they lose all their hp anyways.
 

Shade said:
I'm no fan of the Mearls' Monster Makeover critters. Why can't we follow the lead of the mind flayers of Thoon and have the best of both worlds? Those of us who want our classic creatures relatively consistent throughout the editions can be satisfied while those wanting the stripped-down, easier-to-use-in-a-single-encounter versions can also have satisfaction?

Same here. Agree. I'm not a fan of the makeover stuff either.
 

SPoD said:
What I'd like to see is that every monster in the book is created with the assumption that someone, somewhere, will want to play one as a PC. Make each monster type like a class that gains a special ability every level, and then just build the monsters from a giant menu of special abilities that are balanced against PCs of the same level. A minotaur is actually a character with a minotaur base race and 8 levels of "Monstrous Humanoid". You would be able to play any monster in the game right out of the box.
I think you're close. Here's my hypothesis:

All monsters will be built like PC races, with racial abilities that increase with class levels.
Monsters will take NPC classes like Warrior, Expert and Adept (if those are still around, or something similar), or PC classes. Types like "Monstrous Humanoid" and "Undead" will describe traits and abilities rather than HD, attacks and saves.
An "Ogre Brute" will be an Ogre Warrior of whatever particular level you'd like him to be, and an "Ogre Shaman" will be an Ogre Adept, with all the abilities that come along with their class. An Ogre Berserker will have Barbarian levels. There's no such thing as just an Ogre.

I like this idea because it uses the exact same mechanics that character creation does, and it allows all monsters to be used at all levels of play. I'd expect to see fewer monsters in the MM because they'll need to devote more space to the stats, but at the same time you'll have a lot more flexibility in choosing what you want. You'll be able to look for monsters that are appropriate and interesting instead of monsters with the right CR.
 

Grazzt said:
Same here. Agree. I'm not a fan of the makeover stuff either.

It looks like that is the way it's going to be.

Check out the new beholder art and a recent quote stating that the beholder has 9 eyes. :(
 

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