This thread contains a compilation of the Monster Manual 2025 stat blocks which have been previewed publicly so far.
Makes sense. I still don't see much of an issue because a GM can always add reasonable equipment based on enemies encountered I don't usually require a detailed list.My opinion is that the game part of D&D is fundamentally a resource management game, which nickel and dime treasure tracking is a huge part of. To each their own, of course, but for me it is important that enemy gear actually exists within the fictional world and can be interacted with by the players if they so desire. I do like the solution you’ve suggested here of the spear working as listed in the stat block but being sufficiently different from a spear to require separate proficiency. And the sticky trait of the shield and net could be from Kuo-Toa mucous as I suggested earlier, so it dries out and becomes just a normal shield/net after some amount of time; maybe a day or an hour or something. Or maybe the players can get exactly one use out of its sticky feature and then the sticky substance is expended.
FYI, there is no axe in the art. We know the dragon stat block shown at the same time was not final, so the skeletons may not have been final too.Minor gripes being the order of the day...
The Minotaur Skeleton description describes them using great axes. Statbock just gives them a slam. I think this was the case with the 2014 ed also. But just irks me irrationally.
It has a lot of bearing on play.I don't care why the AC is what it is. It has almost no bearing on play, and is more clutter.
Except I can describe it any way I want, regardless of the numbers. I can make it have armor if I want, or a shield or not. Ymmv, of course. The numbers are all abstractions to enable that part of play.It has a lot of bearing on play.
It plays into the description of the creature in a major way. It's also relevant for looting, as has been described.
Play is more than just the raw numbers.
Same. This was one of my main complaints with Baldur’s Gate 3 when I first played it. A ton of NPCs had gear (weapons, armor, clothing) that you couldn’t loot when you killed them. In my campaigns I always let my players loot anything the monsters have, including body parts (to be used for trophies, potions, magic item ingredients, etc). If they want to take the Kuo Toa’s sticky shield they can. They just won’t be able to use it how a Kuo Toa does and it will be worth a small fraction of what a normal shield is.Non lootable gear gives strong video game vibes.
I hate that. I hated that in 4e. It removes sense from the game.Except I can describe it any way I want, regardless of the numbers. I can make it have armor if I want, or a shield or not. Ymmv, of course. The numbers are all abstractions to enable that part of play.
Everything is made up.I hate that. I hated that in 4e. It removes sense from the game.
How should players gauge the difficulty if youbjust make it up?