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D&D Beyond: Monsters of the Multiverse Will Not Replace Existing Monsters
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<blockquote data-quote="Chaosmancer" data-source="post: 8522588" data-attributes="member: 6801228"><p>I understand that we can't argue feelings. But, well... I also think that we can agree that if the designers believe it is better for balance, then there is little point in arguing about that. This is also the first time I've heard that argument. So, it feels strange if that is a major concern of some people that it hasn't come up til now. </p><p></p><p>And on them being rare instead of more normal. Well, that is entirely a feeling. We can't exactly put a scale on how common or uncommon something like this should be.</p><p></p><p>///////////////////////////////////////////////////////////////////////////////////////////////////////////////////</p><p></p><p></p><p></p><p></p><p>How can you not just </p><p></p><p>A) Reverse the changes, since many of the statblocks being updated already exist</p><p>B) Just replace the abilities with spellcasting. Nothing needs to be recreated, the entire complaint has been that these were just spells before, from spellcasters. You know those factors, so it isn't hard to just replace them back.</p><p></p><p></p><p></p><p>Nothing about your world-building needs to change? I've never consulted the War Priest NPC statblock before my worldbuilding, nothing in these needs your world-building to change. </p><p></p><p>That we have a new design paradigm shouldn't really be a factor. I mean... you don't even need to buy the new books. So I'm not really seeing how this is troublesome. </p><p></p><p>///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////</p><p></p><p></p><p></p><p></p><p>This is one thing that I've been thinking about as I'm reading these complaints. A lot of people have been acting like not being able to counterspell is a major change in tactics. But... we haven't been using counterspell in my games. Pretty much at all. </p><p></p><p>I mean, you can't counterspell just about any ability of an abomination, or many abilities of fiends. Can't Counterspell invisible opponents. Or action-based teleports. The majority of enemy tactics encountered in my tables can't be counterspelled, so these not being counterspelled... doesn't bother me. We don't use it anyways.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8522588, member: 6801228"] I understand that we can't argue feelings. But, well... I also think that we can agree that if the designers believe it is better for balance, then there is little point in arguing about that. This is also the first time I've heard that argument. So, it feels strange if that is a major concern of some people that it hasn't come up til now. And on them being rare instead of more normal. Well, that is entirely a feeling. We can't exactly put a scale on how common or uncommon something like this should be. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////// How can you not just A) Reverse the changes, since many of the statblocks being updated already exist B) Just replace the abilities with spellcasting. Nothing needs to be recreated, the entire complaint has been that these were just spells before, from spellcasters. You know those factors, so it isn't hard to just replace them back. Nothing about your world-building needs to change? I've never consulted the War Priest NPC statblock before my worldbuilding, nothing in these needs your world-building to change. That we have a new design paradigm shouldn't really be a factor. I mean... you don't even need to buy the new books. So I'm not really seeing how this is troublesome. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// This is one thing that I've been thinking about as I'm reading these complaints. A lot of people have been acting like not being able to counterspell is a major change in tactics. But... we haven't been using counterspell in my games. Pretty much at all. I mean, you can't counterspell just about any ability of an abomination, or many abilities of fiends. Can't Counterspell invisible opponents. Or action-based teleports. The majority of enemy tactics encountered in my tables can't be counterspelled, so these not being counterspelled... doesn't bother me. We don't use it anyways. [/QUOTE]
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