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 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!
"too much writing devoted to one ability"
(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 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.
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.
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.
"too many powers leading to analysis paralysis"
(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.
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.
D&D from very early on has had an obsession with codifying every dang creature it could, and using the same stat block for each of them. If you noticed something in 5th edition,
green slime became a hazard mentioned in the DMG rather than a monster – no one talked much about that move, but it was a huge paradigm shift. When I look at a gold dragon or unicorn written up the same way as a red dragon or nightmare, it makes me wonder what the design intent is, how the designer anticipates the creature being used. If the priority isn't on it being an involved fight, maybe it doesn't need to be written up as something to fight. A great example:
Horse statblock. It has a hoof attack. Great. Now tell me what its overland pace is and how much it can carry, because IME 9 times out of 10 that information for a
horse is far more necessary at the table than its hoof attack.
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.
"trying to say too much and not using layout well"
(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.
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.