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Community
General Tabletop Discussion
*Dungeons & Dragons
Making consistent Monsters?
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<blockquote data-quote="Voadam" data-source="post: 9835826" data-attributes="member: 2209"><p>I think it depends on your design goals as a DM for the levels of complexity and at the table experience you want.</p><p></p><p>2014 MM baseline had about three types of monsters, basic stat block variations (AC, hp, attack bonus(es), damage); stat blocks with a little something (flying, poison, grapple, special defenses), and stat blocks with spell casting. Legendary ones and lair actions for them add some mechanical complexity and combat dynamics.</p><p></p><p>Level Up and various other 3rd party sourcebooks (Kobold Press has a number I have used though not their Tales of the Valiant/Black Flag) are more mechanically complex to give more dynamic combat experiences than the 2014 core statblock based monsters.</p><p></p><p>2024 MM is like 2014 core stat blocks with something added, but also tuned to be quick resolution at the table so no save on a hit, just imposes the effect on a hit, and it turns most spellcasting monster stuff into simple something added instead of complex high level casters.</p><p></p><p>So 14 has varying levels of complexity you can use from simple to full PC caster types. 3rd party are generally more mechanically complex and interesting. 24 is quick resolution with some flavor in most.</p><p></p><p>If you want 4e style all interesting in depth combats go for the 3rd party. </p><p></p><p>If you want all quick resolution but with some flavor go with 24. </p><p></p><p>If you want variable types of statblocks and at the table combat experiences with a fairly stark caster noncaster divide go with 14.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9835826, member: 2209"] I think it depends on your design goals as a DM for the levels of complexity and at the table experience you want. 2014 MM baseline had about three types of monsters, basic stat block variations (AC, hp, attack bonus(es), damage); stat blocks with a little something (flying, poison, grapple, special defenses), and stat blocks with spell casting. Legendary ones and lair actions for them add some mechanical complexity and combat dynamics. Level Up and various other 3rd party sourcebooks (Kobold Press has a number I have used though not their Tales of the Valiant/Black Flag) are more mechanically complex to give more dynamic combat experiences than the 2014 core statblock based monsters. 2024 MM is like 2014 core stat blocks with something added, but also tuned to be quick resolution at the table so no save on a hit, just imposes the effect on a hit, and it turns most spellcasting monster stuff into simple something added instead of complex high level casters. So 14 has varying levels of complexity you can use from simple to full PC caster types. 3rd party are generally more mechanically complex and interesting. 24 is quick resolution with some flavor in most. If you want 4e style all interesting in depth combats go for the 3rd party. If you want all quick resolution but with some flavor go with 24. If you want variable types of statblocks and at the table combat experiences with a fairly stark caster noncaster divide go with 14. [/QUOTE]
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Making consistent Monsters?
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