The problem I have with this concept is that all the non-unique stuff has been done before. There are already plenty of creatures that fill the same niche as the Arcaniss (i.e. the aforementioned half-red dragon lizardfolk sorcerer, or some of the Dragonlance draconicans, or the abishai (again with sorcerer levels).mearls said:I think the real bone of contention lies in exactly how we define innovation. Many people want to see monsters with unique, never before seen abilities. I can empathize, since I like that too. However, that doesn't mean that unique abilities are the only way to go.
Once again, I find this problematic. Including one new creature in a game requires very little effort. Including a whole bunch of related creatures implies that the DM has to make significant changes to the metaplot of his setting (be it a published or home-made setting). For those who like the umpteenth attempt made by Tiamat (or her Dragonlance doppelganger, Takhisis) to get an edge over Bahamut by creating yet another horde of evil dragon-related creatures, this is fine. For those who don't, 36 pages of the MM4 aren't as useful as they could have been.The idea behind the spawn is to provide a bunch of creatures tied together by theme and built in a way that makes them easy to use together.
I certainly understand the desire to keep some of the monsters simple. However, I believe that they could have been made simple and unique at the same time.The redspawn arcaniss is meant to stand back and blast away at its enemies, while other, more melee-oriented spawn fight in melee. He's a very simple, easy to understand and use monster. Many of the spawn are the same way. They are meant to be used together, and are kept simple to make it easy to run a number of monsters at the same time.
Again, I understand and appreciate the sentiment. It's just that I (personally) haven't liked a number of WotC's recent directions. I sincerely hope that the new directions have won WotC some new customers to replace those lost by them.When we try something different, we're flying blind. But without trying anything different, we can't really push the game in new directions.
Once upon a time, WotC used to have playtesters, and lots of them. That was one of the purposes of RPGA, as I recall. I have no idea as to why this is no longer the case, but I feel that a lot of the newer material shows that lack of playtesting.What seems obvious to gamers about how good or bad a monster is isn't obvious to us, because we don't have any feedback on it.
Cam Banks said:You'll notice I'm not disagreeing with you.
Cheers,
Cam
Sammael said:Once upon a time, WotC used to have playtesters, and lots of them. That was one of the purposes of RPGA, as I recall. I have no idea as to why this is no longer the case, but I feel that a lot of the newer material shows that lack of playtesting.
Sammael said:One of the WotC designers openly replied to my Redspawn Arcaniss CR comment that he doesn't have to playtest monsters, only compare them to existing ones, so I'm not assuming anything.
Well, I tried this once with my computer. Once it flew through the window I'm not sure it worked like I wanted it to.mearls said:I just thought of something else.
It might seem like, rather than fire blind, we could just ask what people like. That doesn't always work. What sounds lame sometimes plays very well.
For example, back in early 2000 I was on an RPGA mailing list for the Living Greyhawk campaign. We all had playtest copies of the rules to help us write LG adventures. A lot of people on the list really, really hated rolling once for initiative, as opposed to every round. Yet, once people started playing with the rule it was obvious that rolling once was much, much better than the old way.
Sometimes, you have to throw something out there and see how it works.
Odhanan said:Well, I tried this once with my computer. Once it flew through the window I'm not sure it worked like I wanted it to.![]()
BryonD said:You know, it actually does get tiresome to read the endless "WotC does no wrong" posts from the freelancers.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.