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Plot Monsters: Give Dragons & Devils Rituals!
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<blockquote data-quote="Kaisoku" data-source="post: 3985722" data-attributes="member: 58447"><p>It sounds to me that a lot of what people are asking for is "NPC Building Tools", not MM stat block info.</p><p></p><p>Building a Dragon as an NPC world shaker isn't something that the MM is meant for. That's what the DMG's NPC building rules are for.</p><p></p><p></p><p>I really don't understand the idea of making an adventure where the Dragon is supposed to be some major player in the campaign... only to JUST use the MM stat block and try to wing it from there.</p><p></p><p>If this creature is supposed to be such a major player, it should have gone through an NPC overhaul. Just like the Orc Warlord isn't going to be "standard Orc + fluff text built into the MM statblock", the Dragon who isn't just an encounter for combat isn't going to be plopped into an adventure using just the MM.</p><p></p><p></p><p></p><p>I think we've been so used to using the DMG for nothing but Magic Item reference that we ignore that some elements that we think might be missing are still really there.</p><p></p><p>If Jennifer Clarke Wilke's blog is any indication, there will actually be a USE for having the DMG around. Also, there might be future use of DMG II, III, IV, etc as well... if NPC/World Building is heavily detailed in this manual.</p><p></p><p>And honestly, I don't want the MM stat block locking me into anything in particular with my Dragons and Devils. Out of Combat, world moving/manipulating stuff is HIGHLY campaign specific.</p><p>One person might use dragons like they are in some movies (big scary animals that are very cunning.. but interact with everyone through combat only, to be killed, survived or captured according to the story). Others might want their Dragon to be a major influence in the campaign story, where they will shapeshift to influence nearby kingdoms and use magic primarily, and only resort to combat specifically when they face a threat that their magical ability can't handle alone.</p><p></p><p>Some people want both of those elements in their campaign.</p><p></p><p></p><p>The thing is, the second Dragon type can be accomplished through building it up as an NPC in the world, just like any other major player in the campaign. You don't have fluff in the Human stat block, why would you have anything special for Dragons? It's extremely situational.</p><p></p><p>The MM stat block should contain what every one of that creature has when in combat. Outside of that, I hope they have awesome tools in DMG to make the iconic monsters memorable.</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 3985722, member: 58447"] It sounds to me that a lot of what people are asking for is "NPC Building Tools", not MM stat block info. Building a Dragon as an NPC world shaker isn't something that the MM is meant for. That's what the DMG's NPC building rules are for. I really don't understand the idea of making an adventure where the Dragon is supposed to be some major player in the campaign... only to JUST use the MM stat block and try to wing it from there. If this creature is supposed to be such a major player, it should have gone through an NPC overhaul. Just like the Orc Warlord isn't going to be "standard Orc + fluff text built into the MM statblock", the Dragon who isn't just an encounter for combat isn't going to be plopped into an adventure using just the MM. I think we've been so used to using the DMG for nothing but Magic Item reference that we ignore that some elements that we think might be missing are still really there. If Jennifer Clarke Wilke's blog is any indication, there will actually be a USE for having the DMG around. Also, there might be future use of DMG II, III, IV, etc as well... if NPC/World Building is heavily detailed in this manual. And honestly, I don't want the MM stat block locking me into anything in particular with my Dragons and Devils. Out of Combat, world moving/manipulating stuff is HIGHLY campaign specific. One person might use dragons like they are in some movies (big scary animals that are very cunning.. but interact with everyone through combat only, to be killed, survived or captured according to the story). Others might want their Dragon to be a major influence in the campaign story, where they will shapeshift to influence nearby kingdoms and use magic primarily, and only resort to combat specifically when they face a threat that their magical ability can't handle alone. Some people want both of those elements in their campaign. The thing is, the second Dragon type can be accomplished through building it up as an NPC in the world, just like any other major player in the campaign. You don't have fluff in the Human stat block, why would you have anything special for Dragons? It's extremely situational. The MM stat block should contain what every one of that creature has when in combat. Outside of that, I hope they have awesome tools in DMG to make the iconic monsters memorable. [/QUOTE]
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