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D&D Podcast: MM2
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<blockquote data-quote="Plane Sailing" data-source="post: 4811783" data-attributes="member: 114"><p>I've started listening to the podcast, and I'm included in the 'wha?' camp.</p><p></p><p>I'm disappointed that they freely admit that they got stuff like the hydra wrong in the MM1 but aren't going to do anything to fix it. That's what errata is for, guys. Fix your mistakes.</p><p></p><p>I'm disappointed that they didn't realise that minions weren't worth the xps until after the release. What kind of playtesting did they do anyway? Nothing worth much from the looks of it when a couple of months of Jonathan Tweet found all kinds of problems (which many DMs on ENworld identified as a problem within the first couple of months of release too).</p><p></p><p>FWIW I would much rather they had treated 'minion' as a downgrade option that could be applied to standard monsters, much like elite can be applied as an upgrade. That could have been done in a way which solved the issue nicely without padding the MMs out with minion variants. Personally I like taking a standard creature, giving him 1hp and calling him a minion. He thus has an interesting range of options, gets some attacks, fits in different roles but still dies quickly. I never use standard minions.</p><p></p><p>I'm honestly surprised that they seem to have been taken by surprise by some of the problems with MM1. Adequate playtesting (as well as some thought given to the implications of auto-damaging powers) should have revealed a lot of these issues prior to release.</p><p></p><p>Colour me disappointed.</p><p></p><p>Regards,</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4811783, member: 114"] I've started listening to the podcast, and I'm included in the 'wha?' camp. I'm disappointed that they freely admit that they got stuff like the hydra wrong in the MM1 but aren't going to do anything to fix it. That's what errata is for, guys. Fix your mistakes. I'm disappointed that they didn't realise that minions weren't worth the xps until after the release. What kind of playtesting did they do anyway? Nothing worth much from the looks of it when a couple of months of Jonathan Tweet found all kinds of problems (which many DMs on ENworld identified as a problem within the first couple of months of release too). FWIW I would much rather they had treated 'minion' as a downgrade option that could be applied to standard monsters, much like elite can be applied as an upgrade. That could have been done in a way which solved the issue nicely without padding the MMs out with minion variants. Personally I like taking a standard creature, giving him 1hp and calling him a minion. He thus has an interesting range of options, gets some attacks, fits in different roles but still dies quickly. I never use standard minions. I'm honestly surprised that they seem to have been taken by surprise by some of the problems with MM1. Adequate playtesting (as well as some thought given to the implications of auto-damaging powers) should have revealed a lot of these issues prior to release. Colour me disappointed. Regards, [/QUOTE]
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