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Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="CapnZapp" data-source="post: 6975755" data-attributes="member: 12731"><p>3rd edition gave each monster an absurd level of little used abilities. </p><p></p><p>That is not what I am asking for, and what I consider to be a reasonable expectation. </p><p></p><p>However, statting up Juiblex, say, as a melee heavy hitter that can be completely neutralized by the repelling blast ability of warlocks is a HUGE failing in my book. </p><p></p><p>You simply don't design CR 15 and CR 25 creatures the way you can get away with designing CR 5 creatures. </p><p></p><p>There's this whole layer of... sophistication... that's by and large missing complete from this edition's high-level monsters. Like as if the MM was rushed. Or they put an intern on the job. </p><p></p><p>---</p><p></p><p>So please don't try to frame this as something completely ordinary. And please don't paint our criticism as something unreasonable. </p><p></p><p>Yes, I'm calling you out on doing precisely this, hawkeyefan. You start out by being completely reasonable, but then you start dropping one uncalled for slight after the other. </p><p></p><p>I'm not looking for a "formula for almost everything". I don't "need WotC to hold my hand". </p><p></p><p>Using such language is only meant to denigrate the validity of our complaints.</p><p></p><p>The system hasn't "provided the tools needed" when it is precisely the opposite. The problem is definitely not solved just because you made it work once, in your home game.</p><p></p><p>A designer of high-level monsters must provide a way to counter trivial tactics, or the CR should be dropped to make it clear this is just a beefier upgraded low-level monster, with none of the tricks a true high-level monster needs to have to challenge a high-level group. </p><p></p><p><strong>What the MM has done, is to drop the ball on high-level play.</strong></p><p></p><p>Nothing more, nothing less. You will see it too, eventually, hawkeyefan.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6975755, member: 12731"] 3rd edition gave each monster an absurd level of little used abilities. That is not what I am asking for, and what I consider to be a reasonable expectation. However, statting up Juiblex, say, as a melee heavy hitter that can be completely neutralized by the repelling blast ability of warlocks is a HUGE failing in my book. You simply don't design CR 15 and CR 25 creatures the way you can get away with designing CR 5 creatures. There's this whole layer of... sophistication... that's by and large missing complete from this edition's high-level monsters. Like as if the MM was rushed. Or they put an intern on the job. --- So please don't try to frame this as something completely ordinary. And please don't paint our criticism as something unreasonable. Yes, I'm calling you out on doing precisely this, hawkeyefan. You start out by being completely reasonable, but then you start dropping one uncalled for slight after the other. I'm not looking for a "formula for almost everything". I don't "need WotC to hold my hand". Using such language is only meant to denigrate the validity of our complaints. The system hasn't "provided the tools needed" when it is precisely the opposite. The problem is definitely not solved just because you made it work once, in your home game. A designer of high-level monsters must provide a way to counter trivial tactics, or the CR should be dropped to make it clear this is just a beefier upgraded low-level monster, with none of the tricks a true high-level monster needs to have to challenge a high-level group. [B]What the MM has done, is to drop the ball on high-level play.[/B] Nothing more, nothing less. You will see it too, eventually, hawkeyefan. [/QUOTE]
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Helping melee combat to be more competitive to ranged.
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