If WOTC gave us a preview from MM1...?

catsclaw227 said:
I imagine it would be something iconic but not too common to avoid giving away the farm. Something like a displacer beast. But I would REALLY like to see a mind flayer.
I love mind flayers. That's why I really hope they won't be in MM1. I want them to do them properly after releasing the psionic rules.

I'd like to see a dragon from the end of the heroic level tier.
 

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The 4e version of a Large Water elemental (as they said they are no longer 1 monster that gets larger, but rather a set of monsters with a varity of levels (like devils)
 

a few

Great Wyrm of any dragon
Balor
Pit fiend
rust monster
beholder

what is this thing of Mike's rust monster? did they nerf or change it so that it has to be house ruled by us to make it make sense? :)

Sanjay
 

A beholder would really fit the bill. It's a complex monster, from a high-ish level, gives us a real sense of how simple they're making the game. :)

what is this thing of Mike's rust monster? did they nerf or change it so that it has to be house ruled by us to make it make sense?

A bit. The argument was that loosing your equipment is an IMMENSE killjoy, and that the rust monster isn't a challenge except for the fact that it can destroy your equipment. So the Mearls redesign beefed it up physically, while weakening it's rust attack. So it became a bit more dangerous in combat, and the rust became kind of a general weakening effect (I just think a -2 penalty or something) that went away after the encounter.

My main issue was that the rust magically vanished for no reason. Others took issue with the fact that the rust attack was weakened. Others had problems with the initial argument, seeing the focus on items as an excuse to coddle crybabies.

My guess is that, since 4e has less reliance on equipment, the rust monster might not loose much potency. It might not be as able to affect magical equipment -- your ancestral magic sword won't just poof away -- but it probably will be able to soften, weaken, and eventually destroy other stuff. I don't think the attack will be one-hit-poofing, because that's basically Save-Or-Die, and I don't think that the effect will magically go away (a Craft check might be enough to fix it, though).
 

StarFyre said:
what is this thing of Mike's rust monster? did they nerf or change it so that it has to be house ruled by us to make it make sense? :)

Here's the link to the article: http://www.wizards.com/default.asp?x=dnd/dd/20060714a

There was a rather heated thread about this when it came out. Personally, I didn't have a big problem with it because it made it more useful to me in my game. I never liked the game altering effect of ruining a PCs items. It was often called out as deus ex machina.

I do agree that the ending of the effect after the encounter was lame, so I houseruled it to last until a repair or magic could be used to fix it.
 


Hmm, I've always felt that 3.x assumes a certain amount of item destruction. Sundering... rust monsters... oozes... nightwalkers... hell, there are quite a few ways for items to get destroyed!

I love the rust monster as one of the means of item destruction out there. I really don't like making its effects temporary. Yuck.
 

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