D&D 5E New Spellcasting Blocks for Monsters --- Why?!

Hussar

Legend
It's a problem with the system. There is a need for glass canons and other specialist monsters if the game is to be anything like interesting. If you were using it against a lower level party you design the encounter so that they can take it out before it one-shots them. Or have it shooting at allies, the city wall, etc. Or you might have several combined with tank monsters in a higher level encounter.
I'm going to strongly disagree there. There is no need for glass cannons. The whole "bang you're dead" type monster thing is just not all that fun. Glass cannons rely too much on random chance. If the glass cannon doesn't get its shot off, it's pointless. But, if it does get its shot off, the players only survive through luck. Whoopee. That's not strategy or planning, it's just dumb luck.

Glass cannon is not a good game design. I'd much rather have monsters that fall within a fairly broad spectrum - say monsters that take 2-6 rounds to defeat for a 5 PC party. The 4e monster designs of skirmisher, soldier, etc. worked fantastic.

A monster needs about 2-4 powers to be interesting. That's it. That's all it needs. Anything more than that is mostly pointless and too complex to run. I imagine that if someone sat at your, or my or anyone else's table, during an encounter with say, 5 baddies, 3 of which are casters, and counted the number mistakes the DM was making, it would likely be once per round. People make mistakes with the rules all the time. Making monsters more complicated is not going to fix the problem.
 

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The whole "bang you're dead" type monster thing is just not all that fun.
Whether or not the encounter is fun depends on what you are doing with them.
I'd much rather have monsters that fall within a fairly broad spectrum - say monsters that take 2-6 rounds to defeat for a 5 PC party.
Generic hit-point sacks are not good game design.

Boring boring boring.
A monster needs about 2-4 powers to be interesting. That's it. That's all it needs.
It only needs one. So long as it's an interesting one. You can always combine it with something with complementary abilities.
3 of which are casters,
So, glass cannons then.
 

In this kind of reply, we are talking about an hypothetical "you". That "you" is anyone to which the hat might fit. You (Faolyn) were not targeted directly or even indirectly by my response. Do not take it as personal. It is probably a cultural bias that I have as the "vous" in French can be use to talk about nondescript person. I kinda of remember that it is possible to use the "you" in such a way in English but it is usually reserved for speech or literary situation. My bad.
I had the same problem and was told that one can use "one" in such situations.
 


It is a fault of the DMG, and possible the MM, to not explain these possibilities. In reality, I think there should be design note sidebars that explain troublesome monsters in the MM.
Just a general note to the effect "when designing an encounter examine a monster's abilities carefully and consider how they will interact with the party's. And ignore CR." at the beginning.
 

Hussar

Legend
/snip

So, glass cannons then.
I'm sorry, since when are clerics, warlocks or various other casters "glass cannons"? It's not like the wizard thing is all that prevalent. I was unaware that Hags were glass cannons. Or most demons or devils. Or a rather wide variety of caster monsters. But, sure, we could always just assume that all casters mean wizards. :erm:

The problem of glass cannons is a completely unrelated issue to the new stat blocks. As is the whole CR thing. These are both separate issues. The problem that the new stat blocks is resolving is that the old stat blocks were too complicated and had too many different abilities on them, most of which will never see play. All this side bar stuff about CR and glass cannons and whatnot is not really the issue that's being addressed.

We've wandered rather far afield from the original issues of the thread- which basically boil down to the fact that 5e stat blocks are too bloated with different effects.
 



I would prefer a sidebar with particular monsters rather than a general note.
Then you are using a lot of space to explain what experienced DMs already know and people who only run published adventures will never use.

Not to mention, I'm sure I can think of dozens of ways to use a monster that never occurred to the WotC bods.

D&D Beyond have revived an intermittent series of articles on how to use specific monsters.
 

Hussar

Legend
Then you are using a lot of space to explain what experienced DMs already know and people who only run published adventures will never use.

Not to mention, I'm sure I can think of dozens of ways to use a monster that never occurred to the WotC bods.

D&D Beyond have revived an intermittent series of articles on how to use specific monsters.
Actually, I think you raise an interesting point. We talk about wanting a different DMG that is very clear and clearly explains assumptions and whatnot. Only problem is, we got a DMG that did that and it got rejected by the fandom. Pretty much from the first day of release, virtually anything in the 4e DMG became front line fodder for edition wars.
 

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