This thread contains a compilation of the Monster Manual 2025 stat blocks which have been previewed publicly so far.
Well fingers crossed that it is more tougher than weaker. My players are waltzing through my creatures, even when I add more of them to try to adjust.
Are you using the 2014 or 2024 encounter building guidelines or just winging it?Well fingers crossed that it is more tougher than weaker. My players are waltzing through my creatures, even when I add more of them to try to adjust.
I have read this whole thread and I am a little baffled that there is any argument here. People are saying that they don't like that they removed the explaination for what AC represents (I don't like it either) and other people are saying it doesn't bother them, and you can just make it up, so it is not needed.
So... Why does this need to be argued? If you don't need it, great! Don't dump on those of us that like to have that explaination. For me it would speed things up. I don't want to have to stop and make up a reason why a creature has the AC it does.
My players will absolutely ask me, "Why does a skeleton horse have a highter AC? Shouldn't it be easier to hit since it is bigger?" I should be able to just glance at the Skeleton Warhorse AC, see that it has natural armor, and just tell the players, "It's tougher than a normal skeleton."
Right now I would glance and say, "I don't know, it doesn't say. I guess it is just tougher?" That doesn't feel good to me. Sure I can make it up... I just did... but I shouldn't have to. If you don't care or don't mind making it up, that's great for you. That doesn't mean it shouldn't be there for the rest of us.
And the Skeleton Warhorse is the easy one. The Kuo-Toa is trickier. I could totally see that stopping my game for five minutes while we try to figure it out. You might think it shouldn't take that long, but everyone is going to want to give their opinion on it. So it will take up time. And it was completely avoidable! They just had to NOT CHANGE IT!
Thanks for ruining what was a very interesting thread with the 1000th argument over how "bad" 4e was, gang!
what do you use ability scores for?I hear a lot of complaints about this one, but I actually like it. Now, if I need a save I just look at the save line and if I need a mod I look at the mod line. I don't have to figure anything out. From my perspective it is more elegant. But everyone is different and has different needs and different ways of processing information.
And I am not a fan of dropping the ability score like some have done. I use abilities scores and just having the mod is not enough for me. Plus, for me the ability score is a little bit of lore tucked into the stat block that I like.
I like it - it plays different than a lot of other creatures. Super easy to hit but it does big damage for the level at which you are likely to encounter it, so you'd better burn it down fast.To the Gelatinous Cube.... I'm not sure if it is much weaker. Less hp, but more damage from the psuedopod. Engulf damage cut in half, but it is possible to auto-fail. I might have missed more, but it seems only slightly weaker. Which might be good, CR monsters sometimes were stacked, and 87 hp was a lot to get through for a party before level 3
i have always wanted to do more with them and create tables similar to encumbrance for each ability score to give each point more weight. I haven't done that yet, but here are the 3 things we do in our gamewhat do you use ability scores for?
I mostly use published adventures and add creatures to what is listed.Are you using the 2014 or 2024 encounter building guidelines or just winging it?