Voadam
Legend
Hussar said:But, again, since this is the level of campaign creation, why not leave the actual mechanics up to the individual DM? In the flavor text you say something to the effect of, "some slain by the hideous energies of a shadow arise as spawn." ((Ok, I suck at this, but you get the idea)).
It's then up to the DM do determine how often things spawn. Toss some guidelines into the DMG discussing this sort of thing and you're good to go.
If you have rock solid mechanics for this, then any campaign which uses the default shadow should follow those mechanics. If you leave the mechanics fuzzy, then an individual DM can deal with it as needed. DM A might just want to use half a dozen shadows in his dungeon because they're cool and he doesn't need spawning rules. DM B wants to make shadows a major part of his campaign, so, he looks at the guidelines in the DMG for how to develop this sort of plot (assuming he wants a Dawn of the Dead sort of thing) and goes ahead and does that.
I want ready to use monsters out of the MM. Leaving it up to the DM with no default means there is most of a monster ready to use with game relevant aspects the DM must define himself.
I'd rather change defaults I don't like than have to do extra work to be able to use a basic monster out of the box.
Templates and monster design guidelines are great, but I want to use monsters from the MM, not just use the MM to make my own creations.
If a shadow attacks and kills your NPC torch bearer/summoned monster/animal companion/ or PC the spawning ability decision is immediately relevant, does the party now face one or two shadows? Spawning rates matter in combat where there is the risk of a shadow killing something, which I would not think are rare uses of a shadow in a D&D encounter.Shadow spawning rates only matter to a very small subset of games. Unless shadows play a fairly large part in a given campaign, most people don't care and completely ignore the rules. Leaving out those rules would not affect them.
For those who do feature shadows as a main element, they're likely going to go beyond the RAW anyway, so, anything you provide is likely going to get ignored also.
Why include left handed torque wrenches in a toolkit?
I want my at the table toolkit to have finished tools I can grab and use, not just parts to create my own tools.