Well, I'd argue, modelling the beholder's ability as an aura was a mistake in this case. If it isn't an automatic effect, then why is it an aura?
That is precisely what I mean. Having it active all the time could be unbalanced for one group's game because they are a ragtag team without much cooperation skills, or the DM and players would prefer a game with suspense and drama (among other possibilities), but it could be good for another group because the group is comprised of experienced gamers who can handle such a situation, or the DM and players like a game with a lot of action and thrill (again, among other reasons).Well, unless you mean "about the game" to mean "for story reasons", in which case I do agree with you.
Ah, excellent! Looks like my reasoning wasn't too far offIndeed. In Monster Manual 2, the new beholder variants don't have auras. They have a free attack that largely duplicates the effects of the aura on the MM1 beholders.
Indeed. In Monster Manual 2, the new beholder variants don't have auras. They have a free attack that largely duplicates the effects of the aura on the MM1 beholders.
From a consistency standpoint; well, when does and aura stop? Why would an intense fire aura suddenly stop at 0 hitpoints - but why instantly stop when the creature is dead?
PH1 said:Monsters and characters controlled by the Dungeon Master usually die when they reach 0 hit points, unless you choose to knock them out (see “Knocking Creatures Unconscious”). You generally don’t need to stalk around the battlefield after a fight, making sure all your foes are dead.

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