Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Monster Study: The Aarakocra
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 5748964" data-attributes="member: 2067"><p>Some specifics!</p><p></p><p></p><p></p><p>I'm not totally sure I follow your logic, here. You mentioned the MV as a "setting" book, but there's nothing stopping you from using the organizations, creatures, and minions in other settings, even whole cloth (indeed, since the Maths is better, you probably want to use the MV versions instead of the original MM versions). The DSCC is similar: you could easily use any of those monsters or threats out of its native element, perhaps with just a little re-fluffing, perhaps not. I don't see this as functionally any different than the MM1-3's, aside from the latter books being more robust in terms of flavor and inspirational material. DSCC has an obvious campaign-specific bent, but it's interesting for any DM who wants some tactical monster challenges. Nothing about any of the Sorcerer-kings provided therein means you can't rip their stats out and use them as generic epic-level monsters, or even unique non-DS-specific threats, if you want. </p><p></p><p>I perhaps just don't see the big difference you're seeing between a "monster manual" full of combat stats, and a "setting book" like the MV: full of combat stats, with more fluff. The books seem very similar in audience and in purpose to me. </p><p></p><p></p><p></p><p>I think you're right in that encounter design is "the" big way to make PC flight a non-issue, but I think that might be part of the problem: forcing DMs to design encounters with flight in mind makes flight problematic, since it puts a limit on the DM's ability to do whatever they want. No normal T-Rex (or terrasque) is going to worry a flying character too much. In designing a game for a wide audience, it would seem prudent to avoid anything that forced the DM's hand. Flight would certainly fit in that category.</p><p></p><p>So that leaves me sort of searching for a way to make flight a non-issue in a way that doesn't make a DMs job harder. </p><p></p><p>It's possible that flight may be one of those things that separates the game between "advanced" and "basic." Basic D&D? No flight. If you want flight, here's some flying races, and some DM advice on how to make sure they don't spoil your fun. There's no easy mechanical solution, we just need to "train" the DM to keep the fun moving, and not allow in a flying PC willy-nilly, but only after proper DM preparation.</p><p></p><p>That seems like a tall order, but it might be the way to put back in flying PC's at 1st level. Make them optional, and contingent on the DM learning how to creatively handle flight. </p><p></p><p>Hmmm....</p><p></p><p></p><p></p><p>It's interesting. I think in previous editions, the Monster Manuals were functionally exactly that: encounter books. Clearly focused on combat, but also with creatures like nymphs and angels and elves that you wouldn't necessarily fight, but that could provide an interesting encounter. It's why there's a Human entry. It's why the Campestri exist. It's why Metallic Dragons are Good. It's the function of the Rust Monster or the Rot Grub (they were traps disguised as monsters!). It even included player abilities -- aerial servants that clerics can summon were in the MMs. Type IV Demons were Type IV because that was what wizards summoned. That list of herd animals was a list of things the druid could turn into! </p><p></p><p>I personally think there would be a lot of value in returning to something like that model (perhaps absent the player abilities, which should probably be in the player books). I would have hoped that aarakocra would find a place in there as at least a level 1 social skill challenge or something. A lot like their original incarnation. </p><p></p><p>And maybe they'd find a place in the DMG2 as a race that features flying (along with DM guidelines for flight). <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: 5748964, member: 2067"] Some specifics! I'm not totally sure I follow your logic, here. You mentioned the MV as a "setting" book, but there's nothing stopping you from using the organizations, creatures, and minions in other settings, even whole cloth (indeed, since the Maths is better, you probably want to use the MV versions instead of the original MM versions). The DSCC is similar: you could easily use any of those monsters or threats out of its native element, perhaps with just a little re-fluffing, perhaps not. I don't see this as functionally any different than the MM1-3's, aside from the latter books being more robust in terms of flavor and inspirational material. DSCC has an obvious campaign-specific bent, but it's interesting for any DM who wants some tactical monster challenges. Nothing about any of the Sorcerer-kings provided therein means you can't rip their stats out and use them as generic epic-level monsters, or even unique non-DS-specific threats, if you want. I perhaps just don't see the big difference you're seeing between a "monster manual" full of combat stats, and a "setting book" like the MV: full of combat stats, with more fluff. The books seem very similar in audience and in purpose to me. I think you're right in that encounter design is "the" big way to make PC flight a non-issue, but I think that might be part of the problem: forcing DMs to design encounters with flight in mind makes flight problematic, since it puts a limit on the DM's ability to do whatever they want. No normal T-Rex (or terrasque) is going to worry a flying character too much. In designing a game for a wide audience, it would seem prudent to avoid anything that forced the DM's hand. Flight would certainly fit in that category. So that leaves me sort of searching for a way to make flight a non-issue in a way that doesn't make a DMs job harder. It's possible that flight may be one of those things that separates the game between "advanced" and "basic." Basic D&D? No flight. If you want flight, here's some flying races, and some DM advice on how to make sure they don't spoil your fun. There's no easy mechanical solution, we just need to "train" the DM to keep the fun moving, and not allow in a flying PC willy-nilly, but only after proper DM preparation. That seems like a tall order, but it might be the way to put back in flying PC's at 1st level. Make them optional, and contingent on the DM learning how to creatively handle flight. Hmmm.... It's interesting. I think in previous editions, the Monster Manuals were functionally exactly that: encounter books. Clearly focused on combat, but also with creatures like nymphs and angels and elves that you wouldn't necessarily fight, but that could provide an interesting encounter. It's why there's a Human entry. It's why the Campestri exist. It's why Metallic Dragons are Good. It's the function of the Rust Monster or the Rot Grub (they were traps disguised as monsters!). It even included player abilities -- aerial servants that clerics can summon were in the MMs. Type IV Demons were Type IV because that was what wizards summoned. That list of herd animals was a list of things the druid could turn into! I personally think there would be a lot of value in returning to something like that model (perhaps absent the player abilities, which should probably be in the player books). I would have hoped that aarakocra would find a place in there as at least a level 1 social skill challenge or something. A lot like their original incarnation. And maybe they'd find a place in the DMG2 as a race that features flying (along with DM guidelines for flight). :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Monster Study: The Aarakocra
Top