Charlaquin
Goblin Queen (She/Her/Hers)
I think this would be a significant problem if we insisted on every creature having completely unique abilities, but as mentioned, that’s not really what I’m suggesting.Alrighty. I think the issue then is, more or less, that you're going to need to have a HUGE menu of abilities to choose from if you want to both (a) have those abilities actually be interesting to face off against, and (b) get even a reasonable accuracy of knowing what X monster is with bare-minimum description + seeing some abilities. That's not necessarily a problem per se, but it does induce combinatoric explosion in the testing of these abilities, because now you need (to invent a number) 100 genuinely different monster abilities (counting say 2 "blank" abilities so that not all monsters have 4 distinct abilities), and 100 choose 4 = 3921225. Even if you only need to actually test a tenth of one percent of that...you'd be testing almost as many monsters as were printed during all of 4th edition. Just to get things off the ground.
I would call all of these examples of modifying a stat block to make it feel more like the thing it’s supposed to represent. You’ve decided to represent something other than the bog standard version of itself, and therefore modified its stat block to represent that. This is not only possible under the model I’m suggesting, but necessary. Otherwise stat block wouldn’t feel like what you’re using it to represent.Oh, a zillion reasons.
The party has gone from an arid/desert area to a forested/woodland area (perhaps a cork forest, since cork oak tends to like dry climates), so you want to adapt a creature to that environment but still have it be identifiable as that specific type of creature.
You want to craft a red dragon that was infected with vampirism (something that actually cropped up in a game I was in, though not a D&D game.)
You want to distinguish Red Wizards of Thay from Candlekeep Bibliomancers from Rashemi "Witches" from...etc., even though all three might favor evocation magic.
A magically-created volcano has been growing in an area, corrupting the creatures around with elemental fire and earth. You want them to still be clearly recognizable as whatever they were before that corruption, but also identifiable as a corrupted creature of the appropriate type.
You want to represent subtle but meaningful cultural/behavioral differences between different populations, e.g. two different tribes of ogres who practice both warfare and magic differently.
I mean, yeah, being entirety unable to change stat blocks would be very limiting, but I don’t think that would be a problem. Reskinning something without making changes to it would not really be an option, but customizing a stat block to make the creature better represent what you need it to for a specific purpose should be entirely possible.I'm sure I could come up with more, but I think you get the point. Having a monster's statblock be totally inviolate, unalterable under any circumstances whatsoever lest it become not-immediately-identifiable, is a pretty serious limitation on creativity. But maybe we're talking past each other? It sounds like you see it as "ah, this monster is perfect in its identifiability with what it has, why would I want to change it?" But what I'm saying is that the identifiability isn't perfect, it's fragile. To change even one ability would make it unidentifiable.
Well, I’d say any frog stat block that can so seamlessly be reskinned to a turret is probably not doing a very good job of feeling like a frog in play. So, in a hypothetical world where the standard I’m advocating for was upheld, I don’t imagine your DM would have been able to run that combat without having made any changes to the frog stat block. But it sounds like the part of the frog stat block they needed was that they could “pop up,” which seems both like an ability that would be quite good at making a stat block feel frog-like, and that would be pretty reasonable to translate to these pop-up turrets. I do imagine in this world, your DM might have needed to tweak the frog sat block a bit though, maybe giving them a ranged attack? It’s hard to know without knowing what these frogs’ stat blocks were and how your DM was using them.Okay, here's a good example of what I mean:
One of my favorite 4e combats ever--which was in a science-fantasy homebrew setting--was us fighting a handful of baddies who had turrets that could pop up, shoot us, and then retract to pop out somewhere else.
After the fight, the DM told us that he had reskinned those turrets from some kind of hopping-frog minion.
By the standard you had set here, it sounded like such a combat not only wouldn't have been possible, but should have been awful, because we should have instantly realized that these weren't, and could not be, turrets. We should have immediately known that he had reskinned something, which would almost surely have pulled all of us out of the experience and made it blatantly obvious how artificial it all was.
Well like I said, I don’t think it’s realistically possible to make every monster perfectly identifiable by its abilities alone. I’m suggesting more of a guiding principle than an ironclad restriction. But, I think that generally speaking, if the this guiding principle is followed, straight reskinning would not be likely to have very satisfying results. But it shouldn’t be hard to make small changes from an existing stat block to make it represent something else, to very satisfying results.If that isn't what you meant from what you said, perhaps I have simply been barking up the wrong tree. But it really does seem like the example above, taking a monster as-is but repurposing it for a different aesthetic and context, should be unworkable and bad in the design paradigm you've proposed.