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New Spellcasting Blocks for Monsters --- Why?!
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<blockquote data-quote="Ondath" data-source="post: 8661576" data-attributes="member: 7031770"><p>This is exactly my stance with the changes they've adopted post-Tasha's. I'd be genuinely interested in seeing the kind of streamlined, more gamist design philosophy they are developing if it were a new edition. But since it's under the 5E banner, I do have to change my home games because my players will want to use the new things that, to their eyes, is 100% same as the core of the game. But it's clear that there's been a change in design philosophy, and that leads to subtle things no longer working the way I want them to. If the current design philosophy was what we had bought into, this would not be an issue. If they explicitly stated that what they are doing is under a new design philosophy (and spelled out that design philosophy), it would not be an issue. As it is, it feels like a betrayal to the edition that I liked since 2014.</p><p></p><p>Also, I find it rather odd that there are arguments about how it would be impossible to design a monster stat block that simulates the monster's full capabilities, delivers that information in a concise manner, and makes it easy to run, <a href="https://www.levelup5e.com/news/spellcasting-monsters-in-level-up" target="_blank">when A5E did just that</a>. You can have a spellcasting block that lists every single spell the monster would know, while still presenting the important spells in a concise way. Couple that with Monstrous Menagerie's "Tactics" section that tells you what the monster is likely to use in its 2-3 turn combat algorithm, and you've got pretty much the best of both worlds. And you don't need to rename Fireball into "Fiery Ball" and make it uncounterable in order to get it.</p></blockquote><p></p>
[QUOTE="Ondath, post: 8661576, member: 7031770"] This is exactly my stance with the changes they've adopted post-Tasha's. I'd be genuinely interested in seeing the kind of streamlined, more gamist design philosophy they are developing if it were a new edition. But since it's under the 5E banner, I do have to change my home games because my players will want to use the new things that, to their eyes, is 100% same as the core of the game. But it's clear that there's been a change in design philosophy, and that leads to subtle things no longer working the way I want them to. If the current design philosophy was what we had bought into, this would not be an issue. If they explicitly stated that what they are doing is under a new design philosophy (and spelled out that design philosophy), it would not be an issue. As it is, it feels like a betrayal to the edition that I liked since 2014. Also, I find it rather odd that there are arguments about how it would be impossible to design a monster stat block that simulates the monster's full capabilities, delivers that information in a concise manner, and makes it easy to run, [URL='https://www.levelup5e.com/news/spellcasting-monsters-in-level-up']when A5E did just that[/URL]. You can have a spellcasting block that lists every single spell the monster would know, while still presenting the important spells in a concise way. Couple that with Monstrous Menagerie's "Tactics" section that tells you what the monster is likely to use in its 2-3 turn combat algorithm, and you've got pretty much the best of both worlds. And you don't need to rename Fireball into "Fiery Ball" and make it uncounterable in order to get it. [/QUOTE]
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