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<blockquote data-quote="MNblockhead" data-source="post: 8876893" data-attributes="member: 6796661"><p>Not sure I agree that some of the groupings you listed are the "same thing". All monsters are grouped into 14 "types". One type of fiend / dragon / ect. can play very differently than another of the same type, even at the same CR level. While I love having even more and more unique monsters, I'm finding that what my games have benefited the most from are more varieties of common types and more interesting tactical abilities. </p><p></p><p>I've purchased a number of third-party monster manuals, but I find I use so little of their content. Still good for inspiration, but having more monsters is not what I'm really looking for generally. Sure, more high-level monsters helps, but I want more than tweaking hit points, resistances, immunities, or spell casters. I would like more interesting mechanics that make for my dynamic battles. The Mystical trait and actions in Mythic Odysseys of Theros are the only example that comes to mind of WotC delivering this. </p><p></p><p>I'm really liking what I'm seeing Matt Colville do with his Flee! Mortals: The MCDM Monster Book. Adding Roles as another category for monsters (Ambusher, Artillery, Brute, Minion, Controller,...there are 12 roles), support for 5e's optional flanking rules in the monster states themselves, villain actions, noting signature attacks, shared attacks, overkill attacks, group attacks, and more. Also MCDM is using a different stat block format that makes them much easier to read. I find I can more easily run more dynamic combats with the playtest/sample packets I've seen so far for the Kickstarter and it is the most excited I've been for a monster book since the Monster Manual. </p><p></p><p>I also really like Kobold Presses monster manuals. I own the first two they released for 5e. They work some unique powers into traditional 5e state blocks. They tend to punch above their CR compared to WotC monsters and tend to be very flavorful and interested. But combats tend to follow the standard 5e combat beats. </p><p></p><p>I haven't looked closely at Level Up Advanced 5e's monster book. It looks interesting, but I'm not sure I want to commit to new core rules and don't know if the monsters can be run appropriately with bog standard 5e rules.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8876893, member: 6796661"] Not sure I agree that some of the groupings you listed are the "same thing". All monsters are grouped into 14 "types". One type of fiend / dragon / ect. can play very differently than another of the same type, even at the same CR level. While I love having even more and more unique monsters, I'm finding that what my games have benefited the most from are more varieties of common types and more interesting tactical abilities. I've purchased a number of third-party monster manuals, but I find I use so little of their content. Still good for inspiration, but having more monsters is not what I'm really looking for generally. Sure, more high-level monsters helps, but I want more than tweaking hit points, resistances, immunities, or spell casters. I would like more interesting mechanics that make for my dynamic battles. The Mystical trait and actions in Mythic Odysseys of Theros are the only example that comes to mind of WotC delivering this. I'm really liking what I'm seeing Matt Colville do with his Flee! Mortals: The MCDM Monster Book. Adding Roles as another category for monsters (Ambusher, Artillery, Brute, Minion, Controller,...there are 12 roles), support for 5e's optional flanking rules in the monster states themselves, villain actions, noting signature attacks, shared attacks, overkill attacks, group attacks, and more. Also MCDM is using a different stat block format that makes them much easier to read. I find I can more easily run more dynamic combats with the playtest/sample packets I've seen so far for the Kickstarter and it is the most excited I've been for a monster book since the Monster Manual. I also really like Kobold Presses monster manuals. I own the first two they released for 5e. They work some unique powers into traditional 5e state blocks. They tend to punch above their CR compared to WotC monsters and tend to be very flavorful and interested. But combats tend to follow the standard 5e combat beats. I haven't looked closely at Level Up Advanced 5e's monster book. It looks interesting, but I'm not sure I want to commit to new core rules and don't know if the monsters can be run appropriately with bog standard 5e rules. [/QUOTE]
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