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Mearls redesigns the Ogre Mage
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<blockquote data-quote="Isbo" data-source="post: 2965011" data-attributes="member: 42628"><p>I wonder if the flavor thing has anything to do with the difference between 3.0 and other editions of D&D. 3.0 and 3.5 are modular in a profound way--you can start out with one creature and tweak it in a number of ways without leaving the rules. You can give it class levels, templates, more HD, alter its feat selection, and so on. This has also been what made possible the 'smooth' introduction of monsters as PC's. It's why you can say "oh, you want that color? Just add a few levels of beguiler or sorcerer or..." You make the color in 3.0.</p><p></p><p>In older versions of the game, this modularity did not exist. To get a monster that was an ogre plus magical powers, you had to create new monsters or carefully revise an old one. The monster's color was wired directly into its description. Altering a 2.0 monster was, in fact, a big deal. It was no longer the same monster. Altering a 3.x monster is, well, just part of playing the game.</p><p></p><p>I honestly feel like 3.x has too many monsters when it could really effectively work with a few dozen core types modified with templates and class levels. I loved the monsters that came advanced, templated, and class leveled in the MM. We don't need a new monsters, we need better advice of how to exploit that modularity. </p><p></p><p>Heck, I would really love it if monsters were even more modular, if monster creation were more modular, if it were a few core types with power lists, feat sugestions, and so on. If you could create a monster like you could create a character--just add description and go. Settings, of course, would have iconic monsters, but those would just be particularly well-designed exemplars...but I'm a bigtime homebrewer at heart <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Isbo, post: 2965011, member: 42628"] I wonder if the flavor thing has anything to do with the difference between 3.0 and other editions of D&D. 3.0 and 3.5 are modular in a profound way--you can start out with one creature and tweak it in a number of ways without leaving the rules. You can give it class levels, templates, more HD, alter its feat selection, and so on. This has also been what made possible the 'smooth' introduction of monsters as PC's. It's why you can say "oh, you want that color? Just add a few levels of beguiler or sorcerer or..." You make the color in 3.0. In older versions of the game, this modularity did not exist. To get a monster that was an ogre plus magical powers, you had to create new monsters or carefully revise an old one. The monster's color was wired directly into its description. Altering a 2.0 monster was, in fact, a big deal. It was no longer the same monster. Altering a 3.x monster is, well, just part of playing the game. I honestly feel like 3.x has too many monsters when it could really effectively work with a few dozen core types modified with templates and class levels. I loved the monsters that came advanced, templated, and class leveled in the MM. We don't need a new monsters, we need better advice of how to exploit that modularity. Heck, I would really love it if monsters were even more modular, if monster creation were more modular, if it were a few core types with power lists, feat sugestions, and so on. If you could create a monster like you could create a character--just add description and go. Settings, of course, would have iconic monsters, but those would just be particularly well-designed exemplars...but I'm a bigtime homebrewer at heart ;) [/QUOTE]
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