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D&D Beyond: Monsters of the Multiverse Will Not Replace Existing Monsters
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<blockquote data-quote="Sword of Spirit" data-source="post: 8521880" data-attributes="member: 6677017"><p>I wasn‘t a fan of a lot of those things either (and make changes in my own usage). But, as I mentioned in my previous thread, while there had been isolated examples of this sort of thing that had gradually krept in, now they are doing a complete conversion. I could look at the hobgoblin devastator and decide either to eliminate that ability, or treat it as essentially a racial feat (that a hobgoblin PC could theoretically also pick). But now the statblocks are entirely built that way, and I essentially have to recreate them, just using the official ones as inspiration.</p><p></p><p>It’s feel, but it‘s also function. I could work with a few isolated issues. But I already spend <strong>a lot </strong>of time working on my worlds and campaigns, and I don‘t have the time or energy to redesign 80% of the new statblocks that come out. By this change they have made a large percentage of their future products unusable to me. I bought Wild Beyond the Witchlight before I realized what they were doing (Candlekeep Mysteries and Van Richten’s Guide to Ravenloft had already started on it, but I hadn‘t fully digested either (bought them in a DnD Beyond mega bundle)), and I like the adventure so much that I will spend the effort to redesign the few NPCs and revise the few new monsters in it. But that‘s a one-off for an adventure with very few NPCs and monsters to work with. Future sourcebooks and adventures are going to be full of those unusable designs, and the core books are going to switch to that design in 2024.</p><p></p><p>So it is a matter of degree, but it is that point were degree increases so much that it makes a jump to a matter of type also. Experimentation turns into an entirely new design paradigm.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 8521880, member: 6677017"] I wasn‘t a fan of a lot of those things either (and make changes in my own usage). But, as I mentioned in my previous thread, while there had been isolated examples of this sort of thing that had gradually krept in, now they are doing a complete conversion. I could look at the hobgoblin devastator and decide either to eliminate that ability, or treat it as essentially a racial feat (that a hobgoblin PC could theoretically also pick). But now the statblocks are entirely built that way, and I essentially have to recreate them, just using the official ones as inspiration. It’s feel, but it‘s also function. I could work with a few isolated issues. But I already spend [B]a lot [/B]of time working on my worlds and campaigns, and I don‘t have the time or energy to redesign 80% of the new statblocks that come out. By this change they have made a large percentage of their future products unusable to me. I bought Wild Beyond the Witchlight before I realized what they were doing (Candlekeep Mysteries and Van Richten’s Guide to Ravenloft had already started on it, but I hadn‘t fully digested either (bought them in a DnD Beyond mega bundle)), and I like the adventure so much that I will spend the effort to redesign the few NPCs and revise the few new monsters in it. But that‘s a one-off for an adventure with very few NPCs and monsters to work with. Future sourcebooks and adventures are going to be full of those unusable designs, and the core books are going to switch to that design in 2024. So it is a matter of degree, but it is that point were degree increases so much that it makes a jump to a matter of type also. Experimentation turns into an entirely new design paradigm. [/QUOTE]
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