Oooooh Monster Descriptions...

I think the second (3.5e) is better, especially considering that "they inherit their parents' knowledge at birth and assimilate the memories of all they consume", but it's not like the first one doesn't have some cool stuff in it as well.

The first one is servicable, but it's the second one (3.5) that has the really neat stuff. Of course this might all come later in DDI with the ecology of this and that, but i would still want it in the core since they had the room.

Nope. You'd have to make it part of the encounter or give them a ritual.

Ok, my memory served me well for once! So i think that is an awesome aboleth tactic, luring unsuspecting heroes closer with a simple illusion of cool, clear water. Again, that's a built-in hook for a great encounter that newcomers to the game probably wouldn't think about because the 4e statblock doesn't let the monster DO that.
 

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Again, that's a built-in hook for a great encounter that newcomers to the game probably wouldn't think about because the 4e statblock doesn't let the monster DO that.

Sorry man, but these types of arguments bug me.

D&D is, and has always been, a game for creative people, by creative people. These types of arguments imply that new players need to "learn" their creativity by we seasoned elders.

I copmpletely dissagree. I think all we seasoned elders manage to do is argue about what should and should not be true about a make believe monster on random message boards.

The game started with pretty bare bones monster descriptions, yet somewow people managed to tell increadable stoies with it.

New players unfettered by what should and shouldn't be cannon, will tell their own stories. Maybe they might be different then what we would have come up with, but that's cool too.
 

Ok, my memory served me well for once! So i think that is an awesome aboleth tactic, luring unsuspecting heroes closer with a simple illusion of cool, clear water. Again, that's a built-in hook for a great encounter that newcomers to the game probably wouldn't think about because the 4e statblock doesn't let the monster DO that.

4E gives the opposite hook in the form of the "Mucus Haze" that constantly surrounds the Aboleth.

"Hey, why's the water unusually murky over there?"
"SUMFING BRUSHED MY LEG!"
 

Personally, I prefer color pictures AND a written description in the monster manual. Many's the time I've seen an illustration that just looks like a blobby shapeless mass. (Although this was more a problem in the past than in the 3.X era.) At the same time, I've read a ton of descriptions that were a variation on "this monster looks like a cross between a big cat and a spider." or "this monster is a brawny, unkempt humanoid."

So I want both.
 

New players unfettered by what should and shouldn't be cannon, will tell their own stories. Maybe they might be different then what we would have come up with, but that's cool too.

Fair enough. But if i ever run an aboleth encounter in 4e the players are going to wander into some kind of illusory oasis first.

Heh, yeah, i guess we are arguing (conversing?) about imaginary monsters on an intangible tidbit of cyberspace.
 

Fair enough. But if i ever run an aboleth encounter in 4e the players are going to wander into some kind of illusory oasis first.

Which is just fine by me. :)

Heh, yeah, i guess we are arguing (conversing?) about imaginary monsters on an intangible tidbit of cyberspace.

Conversating. :p

I think it's the age old battle between rules lawyers and non rules lawyers. :p
 


The first one is servicable, but it's the second one (3.5) that has the really neat stuff. Of course this might all come later in DDI with the ecology of this and that, but i would still want it in the core since they had the room.

Huh. Let's see what they do have:

4e:
Description of monster (including picture)
Evil and nasty
Hails from the Far Realm
Lives in the underdark, in places where it connects to the Far Realm
Some live in ruins, lakes, or old temples
Leaves slimy mucus trail
Bends creatures to its will, the most powerful transforming them
Served by kuo-toa
Telepathic
Tend to live alone, but sometimes brood together
Lairs populated with enslaved humanoids and slimy minions
Section for tactics
Speaks Dark Speech

3.5e:
Description of monster, including weight and method of locomotion
Secretes slime that smells of rancid grease
Kills all nonaquative creatures on sight
Cruel and intelligent
Knows ancient secrets
Has memories of parents and all they consume
Tactics with illusion
Enslave individuals
Description of reproduction
Young hatch from eggs and live with the parent for 15 years, serving them
Speaks undercommon and aquan


The coolest thing is the "ancient secrets" power that the 3.5 aboleth has. (Though the 3.5e statblock doesn't let the monster DO that!) Otherwise we have two slightly different monsters:

The 4e aboleth, an evil creature who has "slipped" into this world from the mysterious Far Realm and seems bent on enslaving humanoids to its will, served by kuo-toa; and the 3e aboleth, an evil water-dwelling creature who hates and kills anything that doesn't swim, steals the memories of all it kills, and uses illusion to draw the unsuspecting to their doom.

If I were to use the aboleth in 4e, I'd start off with some people acting strange and more recent kuo-toa attacks. Then the PCs would head to the ancient temple, now sunken, full of kuo-toa and their Aboleth Overseer.

If I were to use the aboleth in 3e, I'd have rumours of an aboleth in some dungeon, and rumours that it will tell you secrets if you pay the right price.

I don't think either one has the edge.
 

I don't think either one has the edge.

Ultimately, i think the 4e aboleth will have the edge when you can easily create half a dozen aboleths with various powers (like watery illusions!) Monster design in 4e is probably my favorite part of the whole system.
 


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