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"How to make a Monster Manual Pt II" article
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<blockquote data-quote="deClench" data-source="post: 3683176" data-attributes="member: 27388"><p>There's two major monster-entry design issues in the article, both geared toward making gaming "easier." I haven't seen the actual <em>MM5</em> yet, and this is based solely on the two articles.</p><p></p><p>1) <strong>Making monsters more streamlined and easier to play--most notably by stripping away spell-like abilities.</strong> I'm all for this as long as the monsters are still interesting, and anything that makes my life as a DM easier is better. However, it's interesting that that sentiment is in the same article as the introduction of "thresholds" and other potentially time-consuming new abilities. They sound interesting though.</p><p></p><p>2) <strong>Reducing the content of ecologies and backgrounds for the monsters to make them less irrelevant to players.</strong> While I support streamlining the mechanics for the monsters, I hate the idea of losing so much of the background. I love the ecologies and backgrounds. That's what helps me understand a monster and utilize it well. <em>That's why I purchase the monster manuals in the first place.</em></p><p></p><p>To my thinking, the monster entries should be equal parts mechanical information and background information. In my opinion, why bother with the manuals otherwise? Does this mean we'll get more focused products like <em>Lords of Madness</em> or ecology articles (ala <em>Dragon</em>)? I don't need a monster generator. I need interesting material. I don't want to have to make it all up myself.</p><p></p><p>With this design philosophy, would we ever have gotten something as cool as the shadar-kai? It would have just been a fey from the Plane of Shadow that does some cool stuff. There's no soul in that.</p><p></p><p></p><p>Just my thoughts.</p></blockquote><p></p>
[QUOTE="deClench, post: 3683176, member: 27388"] There's two major monster-entry design issues in the article, both geared toward making gaming "easier." I haven't seen the actual [I]MM5[/I] yet, and this is based solely on the two articles. 1) [B]Making monsters more streamlined and easier to play--most notably by stripping away spell-like abilities.[/B] I'm all for this as long as the monsters are still interesting, and anything that makes my life as a DM easier is better. However, it's interesting that that sentiment is in the same article as the introduction of "thresholds" and other potentially time-consuming new abilities. They sound interesting though. 2) [B]Reducing the content of ecologies and backgrounds for the monsters to make them less irrelevant to players.[/B] While I support streamlining the mechanics for the monsters, I hate the idea of losing so much of the background. I love the ecologies and backgrounds. That's what helps me understand a monster and utilize it well. [I]That's why I purchase the monster manuals in the first place.[/I] To my thinking, the monster entries should be equal parts mechanical information and background information. In my opinion, why bother with the manuals otherwise? Does this mean we'll get more focused products like [I]Lords of Madness[/I] or ecology articles (ala [I]Dragon[/I])? I don't need a monster generator. I need interesting material. I don't want to have to make it all up myself. With this design philosophy, would we ever have gotten something as cool as the shadar-kai? It would have just been a fey from the Plane of Shadow that does some cool stuff. There's no soul in that. Just my thoughts. [/QUOTE]
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