Hey Dave! Likewise, I always am interested in your approach and respect the effort you put into your own monster making process. I have a lot to learn from you!What do you mean by this? I am truly curious as generally respect your thoughtful approach to design, but I am not sure I agree with you here.
- I think some things could be streamlined, but I would hardly call it a "desperate need."
- I think some streamlining needs to be removed. I want important spells written out, not just a list. I want individual attacks that do unique things, not just "rends," etc.
That all makes sense to me and follows my thoughts as well. I guess I still don't understand what you mean by "desperate need" for streamlining. What do you believe needs to be streamlined. That statement doesn't seem to come from your comments above or to be a case by case thing. But maybe I am not quite understanding something yet.Hey Dave! Likewise, I always am interested in your approach and respect the effort you put into your own monster making process. I have a lot to learn from you!
It might be easier if we talk about a specific monster…if that’s not derailing this thread…Because the overall argument I have can be distilled at a high level to “universal assumptions about monster design in 5e often fail by misunderstanding the important essence of the specific monster they are trying to capture.”
IOW they lose the diamond in the copy+paste details and layout.
But I mostly agree that short form text of a spell & interesting attacks are desirable. For me it’s a question of HOW and WHY and TO WHAT EFFECT, not a question of whether those two design principles are “good.” I think they are embodying good design thinking, but that gets back to my comment about pitfalls of universally saying “any monster with three Rend attacks is failing to be great design.” There’s a whole lot of context that matters there. For instance if the monster has an aura triggering an interesting effect anytime a foe in the aura takes damage? That works. Or if the monster is designed really as a potential ally to the PCs (or a tragic mistake to fight where the juice isn’t in tactics but in emotions). That also works.
Sure, so I've had problems with 3 "categories" of overwritten monsters.That all makes sense to me and follows my thoughts as well. I guess I still don't understand what you mean by "desperate need" for streamlining. What do you believe needs to be streamlined. That statement doesn't seem to come from your comments above or to be a case by case thing. But maybe I am not quite understanding something yet.
OK, that was completely not where I thought you were going. When I heard "streamlined" I immediately thought of the stat block format. Where as what you are talking about it more the writing style IMO. I generally agree with your thoughts again, but here is some more specific feedback:Sure, so I've had problems with 3 "categories" of overwritten monsters.
(1) There are monsters that have "too much writing devoted to one ability"; my most recent example (from the last live 5e game I ran, since then it's just been PbP Rime of the Frostmaiden) is the intellect devourer's Body Thief.
(2) Then there are monsters that have the "too many powers leading to analysis paralysis" problem; Acererak from my Tomb of Annihilation campaign was the most complex example of this problem that I encountered in 5e.
NOTE: That was a BBEG, so yeah I get it, but that wasn't the only time I had that issue. Many legendary monsters & spellcasters had this issue. More broadly speaking, when I ended up needing to re-read stat blocks or learn strategies about how to use a monster from Keith Ammon's The Monsters Know What They're Doing blog, that was – for me, personally – a sign that the essence of the monster was getting lost / the design wasn't clear about how it was supposed to be used.
(3) The 3rd category are the "trying to say too much and not using layout well" monsters. My primary example was running a vampire. Holy crap that was a messy stat block to make sense of. Not only does it try to cram too much in, and several of the abilities are overwritten, but there is so much clutter.
How to slim it down becomes a matter of priorities – e.g. most 5e players would prioritize its combat abilities and probably say "most of the Vampire Weaknesses could probably just be in the flavor text", whereas I'd prefer to see more cut from the combat part of the monster. But it would probably be a universal improvement for Spider Climb to be moved to the Speed line of the stat block.
Whichever way you bite it, my experience was it was hard to find what I needed to quickly run the vampire looking at its stat block for the first time – I needed to really read through it in advance to digest it. And for my personal GMing style, that just wasn't part of my priority / interest / time budget. In the case of Acererak? Yeah, I did extensive homework, probably more than I would have preferred to do, and it paid off. But that's the exception to my rule. I really don't want to be spending time parsing a stat block during game prep (and only minimally during play).
I also have objections to the layout/format of the stat blocks, but I've already posted extensively on that with before/after examples of my preferences: D&D 5E - Radically shrinking stat blocks I didn't want to weigh down the thread by duplicating my opinions, but I'm there on record if it's of interest!OK, that was completely not where I thought you were going. When I heard "streamlined" I immediately thought of the stat block format. Where as what you are talking about it more the writing style IMO.
I haven't seen the new gold dragon's Shapechange ability - the post here only shows part of the new stats - but I think referencing spells in monster stat blocks should be very carefully/judiciously done due to the added burden of looking up spells. There are "knock-on" effects of "it's like spell X, but Z" which I'm not sure yet how much 2024's books take into account – things like a gold dragon's Shapechange (like shapechange but Z) potentially being affected by dispel magic, antimagic/dead magic zones, and the like.(1) Agree on this, though luckily it is not common. I created "swallowed," "dazed," and "dominated" conditions to try and address this somewhat. Curious, what do you think about the gold dragon's change to Shapechange? Instead of writing it all out they list the spell and then note how it is different from the spell. Takes up less space (aka more streamlined), but it requires you to know the spell Shapechange (not as DM friendly IMO). I am not sure what to think about it personally. I think it works for things that are not in combat, but I wouldn't want it for a combat/encounter ability / spell.
I've written a couple very complicated monsters. With those "wordy" abilities, it's a matter of iterating design, going back and forth between "can I cut the words down to make this clearer and shorter" vs. "can I sacrifice some of what I'm trying to do to make it shorter while preserving its essence." Several times my solution was designing synergistic monster features that, when working together in play, would yield the outcome I wanted.Also, I was recently thinking of making "throw" a standard action like push or charge. So you have the rules for throwing another creature as part of the game and then you don't need to make it a specific, lengthy action in a stat block.
Finally, how would you handle unique abilities that just need some explaining? Is your approach that if it can't be explained clearly in a sentence the trait or action should just be removed? This is making me think I need to go back and look at some 4e monsters again, they were good at making the actions fairly simple and clear.
My problem with D&D is that when we say BBEG there's a host of assumptions about what the climactic conflict should look like – the game system trains us for what to expect, and so we discuss things like combat length, keeping it fresh, engaging all the players, avoiding stun-locking, etc, etc. It's the questions we don't ask that have become of greater interest to me. Monster design is not the only contributing factor, but it's a very significant one.(2) This is a difficult one for me and a lot of DMs have different desires on this front. I generally believe lower CR and creatures you expect to fight in groups should be simple and have has few traits and actions as needed to make them effective for their intended theme / role. However, I also think the answer to that is somewhat subjective.
However, I really struggle with this on BBEG's and in particular higher CR ones. Those battles should last longer and the monster needs more options IMO. I also have a tendency to design a monster around what it should be able to do and not what is efficient in game play. When I design a monster it is a living, breathing thing in my mind and I have a hard time limiting it just to make it easier to play. So I understand your concern, but I don't know if I have the will to fully embrace that approach yet.
It really depends on what you intend to emulate with a "boss monster." What I usually hear when that term is brought up in D&D is a collection of specific expectations about how that combat will play out (e.g. sense of suspense or catharsis going into the combat, not over too fast, a mix of good power gaming / lucky rolls / quick thinking necessary to avoid casualties or disaster).(3) I agree the vampire is a mess. I have tried to slim it down and keep some of the intended flavor, but I usually end up filling it back up (with maneuvers or spellcasting) so it is just as long. I did remove the weakness though, as I don't think they need to be in a stat block.
However, I will push back a bit on your approach to boss monsters. I think spending time with them and understanding them is essential. I wouldn't want to design boss monsters (in general) with the requirement that they are able to be understood and run well at a glance. I think there are exceptions of course, but I wouldn't want to make that the copy/paste standard.
IDK, I was really disappointed with their dragons.I won’t be buying it, I’ll just use what Kobold Press puts out. There’s a quality with Kobold that I can depend upon.
I remember that thread, but I don't remember the specifics. I was already doing some of the things you suggest (like CR at the top). I will have to go back and take a look and see if there is anything I want to use. Thank you for sharing!I also have objections to the layout/format of the stat blocks, but I've already posted extensively on that with before/after examples of my preferences: D&D 5E - Radically shrinking stat blocks I didn't want to weigh down the thread by duplicating my opinions, but I'm there on record if it's of interest!
They posted the whole stat block on beyond. You can see it here: Preview the New Stat Block Design"too much writing devoted to one ability"
I haven't seen the new gold dragon's Shapechange ability - the post here only shows part of the new stats - but I think referencing spells in monster stat blocks should be very carefully/judiciously done due to the added burden of looking up spells. There are "knock-on" effects of "it's like spell X, but Z" which I'm not sure yet how much 2024's books take into account – things like a gold dragon's Shapechange (like shapechange but Z) potentially being affected by dispel magic, antimagic/dead magic zones, and the like.
I guess I don't understand how this discussion of paradigm shifts relates to analysis paralysis. They seem to be separate issues to me. I generally like a somewhat standardized format, but I am not against the change to green slime. However, maintaining a consistent format doesn't mean you can't include useful information (carrying capacity, over land travel, etc.). I think what I would like more people to embrace is the idea that monster is not just a stat block. For me, the monster entry and stat block work together (ideally). I will say the 2024 MM seems to be using more that way (like A5e and others have too)."too many powers leading to analysis paralysis"
Paradigm shifts like that aren't for everybody. D&D isn't for everybody. I'm just trying to point out an example of such a shift that occurred in the current edition to establish that... I'm not crazy? Hah. That there is a way it can be done without feeling like the game we know and love is being torn asunder.
Love the Brotherhood of the Wolf and Jessica Jones references!"trying to say too much and not using layout well"
It really depends on what you intend to emulate with a "boss monster." What I usually hear when that term is brought up in D&D is a collection of specific expectations about how that combat will play out (e.g. sense of suspense or catharsis going into the combat, not over too fast, a mix of good power gaming / lucky rolls / quick thinking necessary to avoid casualties or disaster).
That's not the only "boss monster" experience, however.
For example, juggernaut-style monsters which are nearly impervious until they're lured into a trap whereupon they can be readily defeated, but up until that point it's a chase to stay alive. In the film Brotherhood of the Wolf there's a climactic encounter with the monster where they have to trap it in a cage.
Another example, "inside your head" monsters like the Purple Man from Jessica Jones who act through a charmed / possessed surrogate, where the catharsis is about how the surrogate fights to shake of the charm, and their friends have to face them without killing them.
Rather, there are dozens of "boss monster" experiences that... in my opinion... D&D doesn't do a great job of facilitating... which is in part because of the obsessive statting of monsters in the same manner.
IME that leads to a cognitive pigeon-holing both for the GM and for the players who learn to game the system (which any clever player wanting to win is going to do) which results in a certain set of tactics getting repeated, and then that sense of freshness and wonder and creativity suffers.
A quick thought experiment: Imagine a monster without hit points. What becomes the determining factor in how long that confrontation lasts? The point is that a lot of a GM's (legitimate) concerns about "will this boss monster last long enough to keep the players engaged for a suitable period of play time so it feels satisfying and offers an emotional payoff?" ...that concern requires the monster to have hit points in order to exist. Remove the hit points, and the root of the question is revealed – It's not fundamentally a question about numbers. It's a question about emotion and perception. The numbers are just the medium we end up using.
I'm not saying throw out Hit Points, but I do recommend at least once in a GM's career running a monster without any stats, just the creative grist you bring to the table, and let yourself discover the monster along with the players. Why is that useful? Because it puts the GM in intimate contact with the emotional dimension of roleplaying. If I'm not focused on the stat block, where does that portion of my focus go? When I did this exercise for myself – it was running a "striga" mystery in 4e – I found that portion of my focus went directly to the emotional experience of my players and cultivating the brooding mystery/horror atmosphere I wanted. Up until that point I'd failed at the #1 most important thing I wanted for this adventure, which was to make it legitimately scary. However, I'd really felt like I hadn't captured the players' hearts and minds UNTIL I did this experiment, and that session everyone was sharing how they were on the edge of their seats, they were dreading facing the "striga", and they kept talking about how creepy the session was.
There was an important lesson I needed to learn there, and I hope I'm articulating clearly.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.