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<blockquote data-quote="abirdcall" data-source="post: 9533812" data-attributes="member: 6748898"><p>I love the redesigns in general.</p><p></p><p>They will greatly reduce the cognitive load on the DM (incl. through easier readability) which will increase the complexity of encounters and the game in general. Or at the very least, speed things up.</p><p></p><p>I guarantee there are DMs out there that had their Mage NPC attack with the dagger because 'why would it be in the stat-block if they weren't going to do it.' More common, I'm sure many DMs just had them use Firebolt because it was easier for them than doing all the spells.</p><p></p><p>I'm not even really mad about creatures having both melee and ranged attacks. The Stone Golem is a little weird because it isn't how I think of them but it should actually be fine in play. This is because if players engage it in melee it will have disadvantage to attack PCs who are hanging back at range which is useful. Esp. so for Barbarians who want to be taking that bludgeoning damage instead of the force damage.</p><p></p><p>One thing I was hoping to see is more interaction with the new PC abilities to push around monsters and knock them prone and such. I imagine that is part of why we are seeing these ranged abilities but that isn't fully satisfying. I would have liked to see something like a Stone Golem be able to resist prone and being pushed around in some way.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 9533812, member: 6748898"] I love the redesigns in general. They will greatly reduce the cognitive load on the DM (incl. through easier readability) which will increase the complexity of encounters and the game in general. Or at the very least, speed things up. I guarantee there are DMs out there that had their Mage NPC attack with the dagger because 'why would it be in the stat-block if they weren't going to do it.' More common, I'm sure many DMs just had them use Firebolt because it was easier for them than doing all the spells. I'm not even really mad about creatures having both melee and ranged attacks. The Stone Golem is a little weird because it isn't how I think of them but it should actually be fine in play. This is because if players engage it in melee it will have disadvantage to attack PCs who are hanging back at range which is useful. Esp. so for Barbarians who want to be taking that bludgeoning damage instead of the force damage. One thing I was hoping to see is more interaction with the new PC abilities to push around monsters and knock them prone and such. I imagine that is part of why we are seeing these ranged abilities but that isn't fully satisfying. I would have liked to see something like a Stone Golem be able to resist prone and being pushed around in some way. [/QUOTE]
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