Yes and no. Running monsters in play is simpler when the monster's abilities are more tersely defined. So there is an element to abbreviated NPC/monster design that functions in play as well as at the build stage.JoeGKushner said:I'm not trying to sund stupid here, but doesn't the Monster Manual 'build' them? Isn't the real problem the 'customization' aspect?
Possibly, but not necessarily. It is potentially easier to rack a monster up or down if the stat block is built on slimmer lines.Sounds like they'll be going the Everquest rotue where instead of making levels and what not they'll just be different monsters.
I agree with you 100% on this one Shade.Shade said:Not in my games. Feats make many of the monsters in my experience. Things like Large and in Charge, Empower Supernatural Ability, Adroit Flyby Attack, Rending Constriction...all these have made for memorable encounters.
I really pray that monsters continue to gain feats, and that the flexibility to modify monsters via template and increased Hit Dice remain. I'd much rather run an advanced existing monster than a baseline higher-CR creature (flavor notwithstanding). I just really groove on the flexibility.
Why should using monsters as monsters in Dungeons & Dragons be the first consideration of monsters in the D&D Monster Manual?MoogleEmpMog said:Why should that be the first consideration?
I tried not to bring it to this, but this seems to mean you aren't really interested in playing D&D. You mention Shadowrun, World of Darkness . . . wouldn't you rather use those game systems and the flavor they contain?If D&D is to be "highly specific D&D fantasy set in the Forgotten Realms or Greyhawk with very tight setting-based restrictions on PCs" - then it's no longer a game I'm interested in. It will almost certainly be better designed than AD&D, and more to my tastes mechanically than Castles and Crusades, but from a flavor perspective I might as well be playing those games.
I think the implication in this discussion that originated with Mearls's quote is that this moddability has hindered the core purpose of monsters in D&D: to be monsters in D&D. That is, the moddability in this area isn't the strength it seemed to be.3.5 has a lot of problems, but, as the wealth of d20 games attests, its moddability was one of its greatests strengths.
It's the only version of D&D you would consider playing because it's the only version that can handle settings and playstyles that originated in other role-playing games?It's currently the only version of D&D I would consider playing, because it's the only version that can handle the kind of settings and playstyles I'm interested in without houserules sufficient to be a system unto themselves.
In the past incarnations of those settings (none of which originated with 3e), rules for expanded player character races were included. If a setting is to use "monsters as PCs," there ought to be more work done than just pulling stats out of the Monster Manual. In those specific cases, you as a DM need do no work because the authors of the setting have done it during the setting design phase.You bolded my suggestions of Final Fantasy, World of Darkness and Shadowrun - yet Final Fantasy could be run reasonably well, though not perfectly, with humans as the only playable race, and Shadowrun is fairly close to D&D in its PC racial choices (trolls being the big question mark).
Dragonlance, Planescape, Dark Sun and Spelljammer, all of which are D&D settings, present considerably more problems.
JoeGKushner said:Yeah but he's such a depressed type of guy who'd want to bother.![]()
But no, seriously, in terms of spellcasting, Elric would be a conjurer no? And a fighter with a dang powerful sword.
Mouseferatu said:Where are people getting the idea that monsters won't have set design rules? All we know is that
1) They're simplified from 3E, and
2) They don't work the same way as PCs.
That's it. Done deal. The notion that the above somehow translates into "random abilities thrown together" or "built without any sort of guidelines, rules, or blueprints" is both reactionary and silly, I think.
Mouseferatu said:Where are people getting the idea that monsters won't have set design rules? All we know is that
1) They're simplified from 3E, and
2) They don't work the same way as PCs.
That's it. Done deal. The notion that the above somehow translates into "random abilities thrown together" or "built without any sort of guidelines, rules, or blueprints" is both reactionary and silly, I think.

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