Rechan said:
Seriously. Everybody uses combat, but not everybody uses lots of non-combat stuff. So it's just a pragmatic move to make what is going to sell more.
Compare for instance the amount of 3rd party monster books and their sales, vs. the amount of 3rd party non-combat books and their sales.
I think there's a deep horse-and-cart problem here. D&D players have long had to figure out how to make the cart go before the horse that they haven't really realized that you can do it the other way around, too.
1e left this sort of stuff totally open-ended. All 2e had was NonWeapon Proficiencies. All 3e had was a skill system that had varying significance. 4e has less than even 2e, really.
There's NEVER been a good mechanical system for handling challenges -- real, threatening, life-endangering, drama-making, interesting, climax-having, problem-solving non-combat challenges -- in D&D. 4e perhaps doesn't have the weight of making one, but they do have the weight of using what they do have, especially in the face of fairly keen criticism (even the fanboys confess that monsters don't have much meat on their mechanical bones), and especially considering its professed cinematic style (I've never seen a movie interested in five-foot increments or diagonal measurement or cubes instead of spheres). The complaints against a lack of monster-meat have been pretty consistent, and they can do a lot to fix it.
I don't even necessarily need a "lot" of non-combat things (this is 4e, after all, not 2e.

). Just, you know, ways to challenge the party that don't involve hitting their AC's for certain creatures where it might be likely that that's the sort of encounter I'll run. A way to have a sphinx tell a riddle (and for it not to be like every other riddle the party has been told) isn't, I think, asking for the world.
Nifft said:
Because every happy family is alike, while every unhappy family... well, it looks like I'm gonna need to know Mom's AC.
Not every conflict is about beating things up. All other editions of the game fully realized this, from 1e's focus on survival to 2e's narrative shift, to 3e's magical arms-race of detection, landscaping, and manueverability, and even to 4e's underwhelming skill challenges and 4e's better things like rituals and traps and hazards and diseases.
Use what you've got. When I pop open the Monster Manual, I want more than just a list of things to poke with swords. I want an array of difficult challenges for my PC's to overcome. Absolutely including combat, and lots of it, but also not entirely defined by combat.
Refined Bean said:
I'd say because situations that don't involve killing things are so incredibly diverse and up to the DM's imagination and storytelling, that the less guidelines or rules given, the better. Combat, on the other hand, needs rules, and is also a reason that many, MANY people play D&D in the first place.
Ech. Any book on writing a screenplay or a short story would go a long way to disagreeing with you. The basic "three-act" story structure is present in everything from a Wu-Tang Clan song through an ancient Greek play up to 90% of romantic relationships.
Conflict of any sort only has two outcomes: One side wins, or the other side wins.
Refined Bean said:
I am kind of pumped about myconids, and I kind of want to play one.
Quickleaf said:
Heck yeah! Only if Shemeska will join us though.
...
I'd like to see a focus on playability in the monster write-ups, allowing the type of information to change depending on the monster. In my mind this includes things like:
* culture
* tips for role-playing the monster in social situations
* 3 sample origins of the monster
* 3 adventure hooks for the monster
* suggested lairs/traps/hazards/terrain suitable to the monster
I'd narrow it down even further to just "encounters with the creature." Sometimes you'll fight it, sometimes you'll challenge it to a spirited debate, sometimes you'll just try to stay out of its way while it rampages across Tokyo.
But let's take this idea up elsewhere. I just want to make sure that I'm clear when I say that I hope the Monster Manual 2 isn't just a list of things and their stats, and that if it is, I won't have a lot of use for it, just like I don't have a lot of use for the first MM.