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How will you pick a Monster Manual alternative?
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<blockquote data-quote="Quickleaf" data-source="post: 9047139" data-attributes="member: 20323"><p>Each one has a trade off. Skerples' <em>The Monster Overhaul</em> is more my speed these days because I find it's a great source of inspiration.</p><p></p><p>All of the examples you gave – WotC, EN Publishing, Kobold Press – I feel fall into the pigeon-holing of repeating/emulating WotC's stat block that is hyper-focused on what monsters do in combat. For me (not presuming I speak for the majority, or even a sizable minority), I think that woefully undersells the imagination of these monsters.</p><p></p><p>I'll give a <em>super conservative </em>example. During 4th, you'd sometimes see in monster stat blocks 2 separate lines – one for Javelin attack in melee, another for Javelin attack at range. AFAIK, when I wrote "Court of Stars: The Wild Hunt" in the last online Dragon Magazine issue 428 (October 2013), and I combined melee/ranged into a single attack, that was the first time that was done in 4e. For me it was a no brainer, but we (collectively as gamers & also the designers) tend to fixate on replicating this one way of presenting a monster.</p><p></p><p>And that's not getting into more interesting redesigns like I shared for my take on the Peryton where I divided that stat block into three parts: Exploration, Roleplay, and Combat.</p><p></p><p>I think "one size stat block fits all" is a fallacy – even the green slime in the 5e DMG rules themselves shows how that is a fallacy. Why aren't there riddles under the Sphinx entry? Am I really expected to have a tactical combat to kill a unicorn or might that word count be better reserved for something more inspiring? Do I really need a whole new stat block for an urd (it's a flying kobold!), or might a list of kobold traps be a better use of that space?</p><p></p><p>I know D&D and adjacent games tend to stat up everything to the nines, but I think a lot gets lost there, and – in my humble personal view – that's to the detriment of the game because it leads to "death by thousand cuts" of some very rich lore that makes for a more interesting story.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9047139, member: 20323"] Each one has a trade off. Skerples' [I]The Monster Overhaul[/I] is more my speed these days because I find it's a great source of inspiration. All of the examples you gave – WotC, EN Publishing, Kobold Press – I feel fall into the pigeon-holing of repeating/emulating WotC's stat block that is hyper-focused on what monsters do in combat. For me (not presuming I speak for the majority, or even a sizable minority), I think that woefully undersells the imagination of these monsters. I'll give a [I]super conservative [/I]example. During 4th, you'd sometimes see in monster stat blocks 2 separate lines – one for Javelin attack in melee, another for Javelin attack at range. AFAIK, when I wrote "Court of Stars: The Wild Hunt" in the last online Dragon Magazine issue 428 (October 2013), and I combined melee/ranged into a single attack, that was the first time that was done in 4e. For me it was a no brainer, but we (collectively as gamers & also the designers) tend to fixate on replicating this one way of presenting a monster. And that's not getting into more interesting redesigns like I shared for my take on the Peryton where I divided that stat block into three parts: Exploration, Roleplay, and Combat. I think "one size stat block fits all" is a fallacy – even the green slime in the 5e DMG rules themselves shows how that is a fallacy. Why aren't there riddles under the Sphinx entry? Am I really expected to have a tactical combat to kill a unicorn or might that word count be better reserved for something more inspiring? Do I really need a whole new stat block for an urd (it's a flying kobold!), or might a list of kobold traps be a better use of that space? I know D&D and adjacent games tend to stat up everything to the nines, but I think a lot gets lost there, and – in my humble personal view – that's to the detriment of the game because it leads to "death by thousand cuts" of some very rich lore that makes for a more interesting story. [/QUOTE]
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