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The 4E Monster Manual -- what 3.5 monsters need the axe?
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<blockquote data-quote="AFGNCAAP" data-source="post: 3803911" data-attributes="member: 871"><p>I think some creatures should be dropped, others should be reinvented/redefined, and others more-or-less kept as is.</p><p></p><p>For example, I think the really wacky ones like xorns, yrthak, tojanidas, & the like should go. Never used them, never been a fan of them.</p><p></p><p>I also think that some monster types should be merged into 1 creature, and each type of monster would be a different breed or more powerful version of the same thing. Ghouls/ghasts/wights, ghosts/wraiths/shadows/spectres, mephits/genies/elemental residents, sahuagin/locathah/kuo-toa, winter wolves/worgs/dire wolves, kobolds/troglodytes, etc.</p><p></p><p>Many of the aberrations like mind flayers, beholders, aboleths, rust monsters, & the like seem too alien to me. Actually, I think they'd work best <em>as</em> aliens or alien descendants trapped on a backwater world. Mind flayers, beholders, and aboleths could be some of the races from the crashed ship, giths and skum could be the result of alien experimentation on humans, rust monsters could be the "rats" brought along on the crashed ship, etc.</p><p></p><p>Other monsters can stay, but redefined. Ogre mage should become oni or merely ogre-ish devils (perhaps even an ogre-ish version of tieflings). Hobgoblins should be the result of orc/goblin mixes; bugbears the result of orc/goblin/ogre mixes. Kobolds should be lesser or "hatchling" troglodytes (i.e., the kobolds that survive grow into trogs). etc. ....</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 3803911, member: 871"] I think some creatures should be dropped, others should be reinvented/redefined, and others more-or-less kept as is. For example, I think the really wacky ones like xorns, yrthak, tojanidas, & the like should go. Never used them, never been a fan of them. I also think that some monster types should be merged into 1 creature, and each type of monster would be a different breed or more powerful version of the same thing. Ghouls/ghasts/wights, ghosts/wraiths/shadows/spectres, mephits/genies/elemental residents, sahuagin/locathah/kuo-toa, winter wolves/worgs/dire wolves, kobolds/troglodytes, etc. Many of the aberrations like mind flayers, beholders, aboleths, rust monsters, & the like seem too alien to me. Actually, I think they'd work best [i]as[/i] aliens or alien descendants trapped on a backwater world. Mind flayers, beholders, and aboleths could be some of the races from the crashed ship, giths and skum could be the result of alien experimentation on humans, rust monsters could be the "rats" brought along on the crashed ship, etc. Other monsters can stay, but redefined. Ogre mage should become oni or merely ogre-ish devils (perhaps even an ogre-ish version of tieflings). Hobgoblins should be the result of orc/goblin mixes; bugbears the result of orc/goblin/ogre mixes. Kobolds should be lesser or "hatchling" troglodytes (i.e., the kobolds that survive grow into trogs). etc. .... [/QUOTE]
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