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Monster Manuals: Things You Don't Kill
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<blockquote data-quote="I'm A Banana" data-source="post: 5238752" data-attributes="member: 2067"><p>I think it should be noted, again, that for my mileage, <strong>quantity of story text is mostly irrelevant</strong>. More doesn't solve much. Better is always welcome, but sometimes, less is better. 2e's got so much information on cloaker breeding cycles that the law of diminishing returns kicks in right after the words <em>cloaker breeding cycles</em>. 4e's got paragraphs on bear lore that say innovative things like "bears attack with their paws." </p><p></p><p>Mearls's idea to keep the story self-contained is pretty brilliant, to boot (even if a lot of deity/primordial/far realm stuff weasels in everywhere). </p><p></p><p>This, for me, isn't about having more or less story info.</p><p></p><p>For me, it's about not having the <strong>rules</strong> I need to <strong>run a game</strong> in which the players <strong>save villagers from a rampaging terrasque</strong>, in the <strong>MM entry for the terrasque</strong>, for instance. </p><p></p><p>Best I've got is vague guidelines, samey skill challenges, and level-adjusted Page 42. </p><p></p><p>Which is kind of like giving you the monster creation guidelines that 4e has, and then only giving you 5 sample monsters (and maybe others spread accross increasingly obscure specific resources). </p><p></p><p>The annual DMG idea is interesting, and I think it has merit, but a lot of these encounters, for better or worse, are linked to actual creatures. Looking in a DMG for the "terrasque" seems counter-intuitive. But that might be my own habit of history speaking to me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5238752, member: 2067"] I think it should be noted, again, that for my mileage, [b]quantity of story text is mostly irrelevant[/b]. More doesn't solve much. Better is always welcome, but sometimes, less is better. 2e's got so much information on cloaker breeding cycles that the law of diminishing returns kicks in right after the words [I]cloaker breeding cycles[/I]. 4e's got paragraphs on bear lore that say innovative things like "bears attack with their paws." Mearls's idea to keep the story self-contained is pretty brilliant, to boot (even if a lot of deity/primordial/far realm stuff weasels in everywhere). This, for me, isn't about having more or less story info. For me, it's about not having the [B]rules[/B] I need to [B]run a game[/B] in which the players [B]save villagers from a rampaging terrasque[/B], in the [B]MM entry for the terrasque[/B], for instance. Best I've got is vague guidelines, samey skill challenges, and level-adjusted Page 42. Which is kind of like giving you the monster creation guidelines that 4e has, and then only giving you 5 sample monsters (and maybe others spread accross increasingly obscure specific resources). The annual DMG idea is interesting, and I think it has merit, but a lot of these encounters, for better or worse, are linked to actual creatures. Looking in a DMG for the "terrasque" seems counter-intuitive. But that might be my own habit of history speaking to me. :) [/QUOTE]
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