D&D 5E My biggest gripe about 5e so far, as a DM

I think designing "encounters" for 5e will be pretty easy. Instead of using multiple versions of the same monster (First as a level 1* Solo, then as a level 4 elite, then as a level 7 normal monster and then finally as a level 11 minion), I can just use the same monster. It will actually have an ok to-hit chance and defenses.

I will probably go back to the style of just putting a lot of monsters into an area and let the players "create" and "balance" the encounters. It saves a lot of time and makes the adventure feel a lot less like a railroad.

I think one of the problems with 4e was that too many monsters had special abilities. Sure it creates some interesting encounters, but it's often enough with 1-2 special creatures and 3-7 simple. Running the simple monsters would then be really fast. Premade modules typically had three different monster types with 2-3 different forms of attacks, some with recharge and 1-2 special things. In total, it just bogs down the game.

From my last 4e game, my players actually mentioned that I was slow, and it was true. It's probably because I started showing the initiative with cardboard triangles so they always knew when they were up and actually planned what they wanted to do. When you have to learn three new monsters for every encounter it's actually the DM that becomes the bottleneck. I think 5e will actually fix this to a certain degree.

I don't think the regular monsters need to have lots of fancy stuff to create interesting encounters. It's the interaction with the PC's and the situation that makes it interesting, not so much that it can attack with it's sword in three different ways, or that a PC heals 3 hp less if it's within 5' of it.

*All numbers made up on the spot,
 

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Unfortunately, it seems like 5th edition is taking a step backwards to the bad old days of 3.x, where not only did you need to stat up every custom enemy with the complicated PC rules, but you also needed to either memorize or look up a list of spells if that monster was a spellcaster. I hope I'm wrong, but it seems like 4th edition's ease-of-use for DMs has been sacrificed for the sake of the larger player-base.
On the one hand, you are absolutely correct that constantly looking up spells for monster abilities was a major headache in 3E. On the other hand, it makes sense that monster spellcasters use the same spells as PCs. This adds to verisimilitude, gives the players a chance to exercise game knowledge ("That was dimension door he just cast, not teleport. He hasn't gone far. If we move fast, we can find him."), and allows a complex, versatile NPC to be described in a small space.

I think 5E has struck the right balance: Monsters that are actual, honest-to-Vecna spellcasters, like liches and dark adepts, have spell lists. Monsters that aren't true spellcasters get abilities in the statblock, 4E-style.
 

Unfortunately, it seems like 5th edition is taking a step backwards to the bad old days of 3.x, where not only did you need to stat up every custom enemy with the complicated PC rules, but you also needed to either memorize or look up a list of spells if that monster was a spellcaster. I hope I'm wrong, but it seems like 4th edition's ease-of-use for DMs has been sacrificed for the sake of the larger player-base.

I guess it just depends on how people went about making monsters in 3e or any edition. I am running Pathfinder right now and I never stat up monsters as fully as a PC. Unless the encounter is going to involve water I don't care what the swim check is and the same is true for most skills. I don't need to define all the feats I just need the basic like AC, HP, saves, and attacks. Maybe it has some cool abilities or defenses but that's easy enough to write down. My monsters in my notes look more like the AD&D version as that is all I need. I don't need to create anything more then I need and if it turns out I need more then I just improvise.
 

One thing to see is if they will keep the "tematic" flavourful abilities of the monsters from 4e or just simplify that. I loved the way how bullets could pass under you burrowing and drop you prone with the tremor, just for after ressurface in a burst of damaging peebles and earth. Or the way a certain type of giant spider could move from the ceiling anchoring a thread of web on it, jumping over you, grab you with a minor action and use the action to back the ceiling as an yoyo. I am sure I can replicate these abilities with a little houseruling, but I would love to see these type of flavourful actions in the monsters of 5e too for default.
 

I guess it just depends on how people went about making monsters in 3e or any edition. I am running Pathfinder right now and I never stat up monsters as fully as a PC. Unless the encounter is going to involve water I don't care what the swim check is and the same is true for most skills. I don't need to define all the feats I just need the basic like AC, HP, saves, and attacks. Maybe it has some cool abilities or defenses but that's easy enough to write down. My monsters in my notes look more like the AD&D version as that is all I need. I don't need to create anything more then I need and if it turns out I need more then I just improvise.
Yeah, my Pathfinder monster generation looks like this. Actually, I have it cut down to a business card for GMing on the fly, but the chart is all you really need.

I was hoping 5e's monsters could approach that level of simplicity while still having some interesting tactical options. But it looks like I'll be homebrewing either way.

Cheers!
Kinak
 






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