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"How to make a Monster Manual Pt II" article
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<blockquote data-quote="Li Shenron" data-source="post: 3677723" data-attributes="member: 1465"><p>I don't think so. I'd rather say "if you don't need out-of-combat abilities, ignore them" and the CR is not going to change either, because the CR is really based on combat. </p><p></p><p>And about "wasting space"... gamers already waste most of the money they spend, the majority of each book is not going to be used by a gaming group, with few exceptions. I'm not suggesting that each monster had 10+ out-of-combat abilities, but the articles is basically proposing that they should have less than what they have now, which is very few anyway. </p><p></p><p>Out-of-combat abilities can be great suggestions to write adventures. Ok, probably not the "Read magic at will" one <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> And even if they are just for flavor, why not? If you're looking for ideas about your setting, or just a "scene", browsing a MM and reading a couple of lines about a creature's culture or habit can give you a good idea.</p><p></p><p>I agree otherwise on the fact that having a huge text of stuff that mixes what can be used in combat and what not is indeed a pain for the DM...</p><p></p><p></p><p></p><p>I found it exactly the opposite as refreshing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> If your favorite gaming style is very combat-oriented, it's perfectly ok! But the article is quite implying that the game should go into a direction where everybody plays the same game...</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 3677723, member: 1465"] I don't think so. I'd rather say "if you don't need out-of-combat abilities, ignore them" and the CR is not going to change either, because the CR is really based on combat. And about "wasting space"... gamers already waste most of the money they spend, the majority of each book is not going to be used by a gaming group, with few exceptions. I'm not suggesting that each monster had 10+ out-of-combat abilities, but the articles is basically proposing that they should have less than what they have now, which is very few anyway. Out-of-combat abilities can be great suggestions to write adventures. Ok, probably not the "Read magic at will" one :p And even if they are just for flavor, why not? If you're looking for ideas about your setting, or just a "scene", browsing a MM and reading a couple of lines about a creature's culture or habit can give you a good idea. I agree otherwise on the fact that having a huge text of stuff that mixes what can be used in combat and what not is indeed a pain for the DM... I found it exactly the opposite as refreshing. :D If your favorite gaming style is very combat-oriented, it's perfectly ok! But the article is quite implying that the game should go into a direction where everybody plays the same game... [/QUOTE]
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