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July 07: Monster Manual V, Maps of Adventure
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<blockquote data-quote="Shade" data-source="post: 3150063" data-attributes="member: 287"><p>Uh oh...methinks you just confirmed that MMV is going to be like MMIV....or maybe I'm reading too much into this.</p><p></p><p></p><p></p><p>While there are some interesting abilities in the book, many are not. MMIV has just as many poor design choices as previous monster books.</p><p></p><p>For example, the deathdrinker relies fairly heavily on its Quicken Spell-Like Ability (greater teleport) feat. As a 7th-level spell, greater teleport cannot be quickened with this feat.</p><p></p><p>Now, compare this to the bar-lgura, a monster that's been around since the days of 1E. In the Fiendish Codex version, it's abduction ability allows it to break the rules of greater teleport in an interesting way.</p><p></p><p></p><p></p><p>Perhaps that's why the book falls so flat for me...my design philosophy is to make the rules fit the flavor.</p><p></p><p></p><p></p><p>I guess it all comes down to individual design philosophy then. While I enjoy creating new monsters, I find converting monsters to be a greater challenge and often results in more interesting mechanics in the end.</p><p></p><p></p><p></p><p>Bummer. You guys are missing some real gems. Paizo seems more than willing to pick up the slack, though.</p><p></p><p></p><p></p><p>Well, the disdain comes from several different camps, but the majority is geared towards the inclusion of the classed humanoids, followed by the reams upon reams of dragonspawn. Many don't think it should be called a "monster manual". But you're right...differing opinions keep the game interesting.</p><p></p><p></p><p></p><p>Thanks for sharing, and good luck with your future projects. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Shade, post: 3150063, member: 287"] Uh oh...methinks you just confirmed that MMV is going to be like MMIV....or maybe I'm reading too much into this. While there are some interesting abilities in the book, many are not. MMIV has just as many poor design choices as previous monster books. For example, the deathdrinker relies fairly heavily on its Quicken Spell-Like Ability (greater teleport) feat. As a 7th-level spell, greater teleport cannot be quickened with this feat. Now, compare this to the bar-lgura, a monster that's been around since the days of 1E. In the Fiendish Codex version, it's abduction ability allows it to break the rules of greater teleport in an interesting way. Perhaps that's why the book falls so flat for me...my design philosophy is to make the rules fit the flavor. I guess it all comes down to individual design philosophy then. While I enjoy creating new monsters, I find converting monsters to be a greater challenge and often results in more interesting mechanics in the end. Bummer. You guys are missing some real gems. Paizo seems more than willing to pick up the slack, though. Well, the disdain comes from several different camps, but the majority is geared towards the inclusion of the classed humanoids, followed by the reams upon reams of dragonspawn. Many don't think it should be called a "monster manual". But you're right...differing opinions keep the game interesting. Thanks for sharing, and good luck with your future projects. :) [/QUOTE]
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