OchreJelly said:
I'll agree with you on much of this. Celestials in general (and I do consider the Solar iconic) have their place. Although you would have to admit that any edition of DND MMs have been strongly slanted toward things to kill.
And I do think it's totally fine to have that heavy slant. Most D&D encounters are about fighting monsters, and 4e, with it's focus on additional toys like minis, has a real incentive to focus on that. That's OK, but that shouldn't be the only thing out there.
Now you lost me. Why can't unaligned fey be mischievous fey? If anything that's the alignment that most fits the idea of unpredictable and possibly hazardous creatures. And Ents, to me, embody unaligned. You have a group of entities (no pun intended) that don't want to get involved with any part of the war that are mysterious and not necessarily friendly to humanity -- that require much convincing by charismatic hobbits to get involved. Doesn't sound like "good" to me. And good allied NPCs exist everywhere in published adventures. They just don't usually have stat blocks unless they can be recruited by the PCs.
Good points, but I'm not really arguing specifics. Those are just examples of things that 4e's focus on "only things you can kill!" in MM's makes problems for. They might not've been particularly good examples, but there are no NPC's in the MM, and there are no allies in the MM, and there are no tricksters in the MM -- there are no creatures where fighting isn't the answer. This is less about alignment and more about encounter diversity (though alignment plays into that).
Well to be fair, the design team was pretty up-front with their 4E tenant that the game was all about heroic good characters.
Which is part of the problem, I think. What my game of D&D is about should be up to ME to decide, not up to WotC to decide. That's why a breadth of challenges and creatures is important:
I get to choose what to use and how to use it. Not them.
Vyvyan Basterd said:
The new celestials make much more sense to me. They are servants of the gods.
OK, but they aren't "celestials" in the sense that I was using the term (as outsiders of pure Good like demons are outsiders of pure Evil). The game is missing that concept. That concept
is interesting and useful to many gamers, in actual play, and that's not what 4e's angels are.
Vyvyan Basterd said:
They can make for interesting non-combat encounters
And the concrete advice and stats for using, say, the new angels in a non-combat way is....where? Certainly not in the MM entry on them.
The adventures I have run so far from the "4E team" have had plenty of opportunities outside of combat and give some good advice and background to make those opportunities interesting.
Skill challenges and narrative assumptions are not up to the standards of what I need or am interested in, I'm afraid. It's sorely underwhelming.
The issue is that outside of combat things are boundless and trying to bind those ideas would require authors to cover infinite ground.
This is a strawman. There's no combat in Monopoly, but the board doesn't have to be infinite. There's no combat in dramatic movies, but they manage to not be infinite as well. It's entirely possible (and entirely enjoyable) to cover ground that doesn't have to do with stabbing things.
I will be kind of sad if the MM2 is just another statvomit like the MM1.