I've never used the quick templates and I don't play PF; I'm merely expressing what their intent was.And since you mentioned Pathfinder: You might find some things "quick" and "simplified" but they aren't enough for me. That's just how I see it. People who play Pathfinder tend to see things as simple when others find them extremely complicated.
Personally, it's definitely a game I hope DnD Next does not take inspiration from.
That's all well and good, and others above expressed similar sentiments, but if you start planning too much character and plot, you run the risk of railroading the PCs, and not having it be truly a game or truly interactive. What I'm expressing here is not that monster stats are incredibly important, but that I prepare them because they need to be prepared. The rest I try to improvise as much as is feasible, to keep the session engaging and meaningful for everyone, including me.That might be where the disconnect comes from. To me, it's not the stat blocks that make the creatures, monsters, NPCs populating the world interesting. There's different ways to flavor things other than stats and rules.
That's definitely not how I want to spend most of my prep time. To me it's more about backstory, motivation, context, personality and all the ramifications that come with this. Not to mention how those things are impacted when the PCs are interacting with the world and those characters and creatures.
I'd definitely rather have a stripped down monster that I can build upon.I do think there is a balance to be had. I'm not saying monsters should be bland. But I'd rather have a stripped down approach that I can build upon and focus on what's important for me.
Absolutely.I'm sure others might prefer something else but heh, this is a good time to tell WotC what we each prefer and hopefully, they figure out what's best.
And here's my problem. If I buy a monster manual, I'm paying for someone else to make a bunch of kobold shamans and quickblades that are useless to me. Books of monster stats are fine, but that's not what a monster manual is for. A "manual" is a small reference book, especially one giving instructions. A monster *manual* gives you instructions on how to do something (in this case, to make and run monsters). It's not supposed to contain the finished product. If you want to pay for a Monster Vault or the like with finished stats for 12 different versions of each species, that's fine, and it is good for WotC.As for all monsters in the monster manual being average, not in 4e they aren't. The kobold writeup in Monster Vault has IIRC the Kobold Minions (semi-combatants who can wield slings), kobold quickblades (really nippy skirmishers who shank you harder the further they move in a turn), Kobold Dragonshields (Defenders of the Eggs), and Kobold Slingers (complete with slinging pots full of stuff). And, I think a chieftain and dragon shaman.
These aren't average kobolds. This is an organised force of kobolds of varying types - which tells me far more immediately how kobolds organise themselves than a single statblock - it certainly isn't wasted space. For that matter it shows me about the social organisation what the 2e Monstrous Manual only tells me. And certainly doesn't lead to average kobolds. It instead leads to a force of kobolds with some elites wandering around.
In this analogy, you should definitely be cooking your own food. Maybe growing it as well?And to me it's like compaining that the restaraunt we are used to using is overrun with cockroaches and we're being redirected to the old grocery store that sold bland food at an extortionate markup to the point that eating at the restaraunt was actually cheaper.
That's certainly a valid opinion. However, 4e monster design is also one of the major reasons why we are where we are (4e being abandoned for this new edition after an unprecedented short run, D&D losing the top spot in the market). It is obviously a positive for some people, but an absolute non-starter for many others, including myself. The 3.5 treatment of monsters as characters with HD, feats, and skills delivered in the same method as PCs, was one of the biggest meaningful steps forward (not just a change in tone or cleaning up an old mechanic) in D&D's entire history. The 4e treatment of monsters as not being full characters was a correspondingly big backwards step.4e monster design philosophy IME, and in the experience of many other DMs, simply leaves 3.X or pathfinder monster design in the dust. And what we're getting is a huge step backwards on current showing.
They aren't really that different. The player plays one character. The DM plays all the other characters, and determines all the non-character-based events, and interprets the rules. He's just a really powerful player plus a referee. They really aren't that different, and the character creation process for either really isn't that different.It seems to me that you're running together the player and the GM roles.
I only ever looked at them in the store, but even if I were somehow playing 4e, I would still be using my 3e monster manual an trying to find some way to convert stats (as I am now for my 3.X that requires almost everything to be redone). Again, it's an opinion, and the market as a whole has spoken plenty on this and will continue to.this suggests that you're not that familiar with the 4e Monster Manuals.
These are far and away the best monters books I've encountered for an RPG.
I've never used the quick templates and I don't play PF; I'm merely expressing what their intent was.
That's all well and good, and others above expressed similar sentiments, but if you start planning too much character and plot, you run the risk of railroading the PCs, and not having it be truly a game or truly interactive.
Which is why I don't understand when people complain about prep time. I don't spend a ton of time prepping, because I think too much prep detracts from the session itself. If you don't want to prep, prep less. Simple as that. No edition makes any difference in this regard.
And here's my problem. If I buy a monster manual, I'm paying for someone else to make a bunch of kobold shamans and quickblades that are useless to me.
That's certainly a valid opinion. However, 4e monster design is also one of the major reasons why we are where we are (4e being abandoned for this new edition after an unprecedented short run,
D&D losing the top spot in the market
It is obviously a positive for some people, but an absolute non-starter for many others, including myself. The 3.5 treatment of monsters as characters with HD, feats, and skills delivered in the same method as PCs, was one of the biggest meaningful steps forward (not just a change in tone or cleaning up an old mechanic) in D&D's entire history. The 4e treatment of monsters as not being full characters was a correspondingly big backwards step.
They aren't really that different. The player plays one character. The DM plays all the other characters, and determines all the non-character-based events, and interprets the rules. He's just a really powerful player plus a referee. They really aren't that different, and the character creation process for either really isn't that different.
And, since generally no one knows how long a character is going to last or how much use it will see, there really isn't any difference in the time for creating a PC or another character (monster/NPC).
I'm being told by a couple of people who in no way represent anyone other than themselves (nor does anyone) something that goes against my empirical observations and my understanding of the theory behind this game. I don't know the people, but despite the evident partisanship in the posts, I don't see any observations or reasoning here that have convinced me that a monster with a spell listing and a reference associated with it is the doom of 5e.And here you have been told by many, many people with experience DMing both 3.x and 4e that you are completely wrong. The edition that makes the biggest difference is 3.X because you are meant to spend as much time on most statblocks as you would on a PC of that level.