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D&D 5th Edition Monster Manual
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<blockquote data-quote="Connorsrpg" data-source="post: 6438715" data-attributes="member: 19265"><p><strong>5 out of 5 rating for D&D 5th Edition Monster Manual</strong></p><p></p><p>Quite possibly one of my favourite RP books of all time. I continually pick it up and read random entries. They have certainly learnt a lot from past editions. This is a fine balance. Not too much fluff where every critter has the same subheadings. One of the best parts they kept from the 4E Monster Vault was the Subheadings that told you a lot about the monsters - then followed with some flavour text. There are so many ideas for inc the monsters here.But I am not one to just want more fluff for my monsters. I love stats too. We are at least back to monsters being of an expected CR (rather than having to have a version of each level to be challenging). You now know what to expect from the 'average' ogre for eg. Then, for uniques, things should be easy to modify (but that stuff is apparently in the DMG). There are enough powers to make creatures usable in combat, but the stats are not overwhelming. One of my favourite aspects - AC actually means something again. (It is not determined by level). You can look at a critter and have some idea of its AC (due to armor and DEX).Great stats, VG art, and enough story to act as a coffee-table book. A hard balance to strike in a MM, but they did it! Get this book.</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 6438715, member: 19265"] [b]5 out of 5 rating for D&D 5th Edition Monster Manual[/b] Quite possibly one of my favourite RP books of all time. I continually pick it up and read random entries. They have certainly learnt a lot from past editions. This is a fine balance. Not too much fluff where every critter has the same subheadings. One of the best parts they kept from the 4E Monster Vault was the Subheadings that told you a lot about the monsters - then followed with some flavour text. There are so many ideas for inc the monsters here.But I am not one to just want more fluff for my monsters. I love stats too. We are at least back to monsters being of an expected CR (rather than having to have a version of each level to be challenging). You now know what to expect from the 'average' ogre for eg. Then, for uniques, things should be easy to modify (but that stuff is apparently in the DMG). There are enough powers to make creatures usable in combat, but the stats are not overwhelming. One of my favourite aspects - AC actually means something again. (It is not determined by level). You can look at a critter and have some idea of its AC (due to armor and DEX).Great stats, VG art, and enough story to act as a coffee-table book. A hard balance to strike in a MM, but they did it! Get this book. [/QUOTE]
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