A very surprising post by Keith Ammann of TMKWTD. I'm passingly familiar with the blog, I check it out every now and again and I've always been interested to see how Keith breaks down monsters and suggests how they'd work in a fight. This is surprising to me, at least, because in the 5e-sphere this blog and book series etc. are fairly well known, and this guy really is not jiving with 5e24.
The relevant part of the post starts after he's talked about the Colossus.
I apologize for the long quote, I considered picking it apart and just quoting the particular stuff but I think it's almost all important to the discussion.
So he likes the monster power of MM25, but doesn't like how they executed it, giving guard captains 18 strength and the like. Actually, I've had this problem as well, in that in order to present a proper, believable challenge to PCs I've had to use unbelievable methods: upping NPCs and other creatures stats to levels that seem crazy in the context of the world, but they end up working satisfactorily on a mechanical level. This is largely how the MM25 operates.
Overall I have to say that his points all hit home for me, and I'm curious what y'all think... and, as per the questions he poses later on in the post, what direction you think he should take?
The relevant part of the post starts after he's talked about the Colossus.
I apologize for the long quote, I considered picking it apart and just quoting the particular stuff but I think it's almost all important to the discussion.
He goes on to talk about how he's looked at 5e alternatives, other game systems, but isn't sure where to go next (I was tempted to leave a comment about A5E), but it seems like 5e24 is definitely not getting his attention going forward.On top of that, I have certain … feelings … about D&D 5E24. One of the things I love—and I speak in the present tense—about 5E14 is, even as it substantially streamlined D&D’s rules and options, it still both maintained the feeling of playing classic D&D and permitted play in a wide range of styles, from gritty, grimy low fantasy to wild high fantasy and everything in between. But it was clear from the moment the 5E24 Player’s Handbook dropped that D&D was going all in on wild high fantasy, to the exclusion of other styles, and also that it had chosen to fully indulge a decade’s worth of munchkin demands for MOAR POWER!
Knowing that 5E24 was coming, I had fully planned to seize the opportunity to update Live to Tell the Tale: Combat Tactics for Player Characters and in the process improve it as a teaching tool. I was excited to do so, in fact. But when I held the PH24 in my hands and paged through it, the realization came over me that PCs don’t need the help anymore. They’ve been failure-proofed. There’s almost no error a player can make, at this point, that will end their character’s adventuring career prematurely—not unless their DM goes full adversarial, which I don’t condone. And DMs had a hard time posing appropriate challenges to higher-level PCs already! It’s only going to get harder from here. (The restructured combat encounter difficulty guidelines in chapter 4 of the 2024 Dungeon Master’s Guide will help with that somewhat, at least.)
But it’s not just the shift in the balance of power between DMs and PCs that bothers me about 5E24. There’s a palpable change in design approach between 5E14 and 5E24. In 5E14, it seems to me, the designers began with a narrative in mind, then thought about how best to implement that narrative mechanically. The sense I get from 5E24, on the other hand, is that the designers began with mechanics they wanted to implement, then came up with narratives to rationalize the mechanics. Which is how you end up with warlocks signing lifetime contracts with supernatural entities whose identities they don’t even learn until they’re level 3, and Beast Master rangers who form bonds with immortal spirits instead of, you know, wild animals. (The ludicrous overuse of the adjective “spectral” to describe how PCs’ abilities manifest, combined with the fact that you can undo so many decisions you regret having made with just a good night’s sleep, calls to mind a line from the song “Type” by Living Colour: “Everything is possible, and nothing is real.”)
Now, I happen to think that the MM25 is probably the best of the three revised core books of D&D. All three are flawed, but the MM25 is the one whose strengths most outweigh its flaws. I’m running an Icewind Dale: Rime of the Frostmaiden game in which I’m using 5E14 rules and character creation but 5E24 monster stat blocks whenever they’re available, and I’m liking the feel of that particular combination. But at the same time, since the freaking dawn of creation, the normal distribution of human ability scores in D&D has been from 3 to 18. That’s foundational. It’s bedrock. Anything outside that range is either subhuman or superhuman. I’m OK with the fact that 5E has always allowed PCs of high enough level to raise their ability scores above 18, because at that point, we’re talking about heroes of legend—but other humans, in my opinion, should still fall within the 3-to-18 range. Yet the MM25 gives us guard captains who are as strong as Hafþór Júlíus Björnsson, the record-breaking strongman who played Gregor “the Mountain” Clegane on Game of Thrones; bandit crime lords who are more dexterous than Miyamoto Musashi, Lionel Messi, or any present or past member of Cirque du Soleil or the Flying Karamazov Brothers; and cultist hierophants, pirate admirals, performer maestros and noble prodigies—noble prodigies!—who are more charismatic than Martin Luther King Jr. or Beyoncé. (The most bonkers example is the warrior commander, “skilled in both combat and leadership,” who has the Constitution of Rasputin, greater Dexterity than any acrobat, athlete, dancer or swordfighter who’s ever lived, and Strength that surpasses Björnsson’s … together with Charisma that’s merely on par with, say, Justin Trudeau’s.) What are we even doing here? These are clearly instances in which “line go up” took precedence over maintaining internal logical consistency. And I’ve made a career out of creating, and helping others create, imaginary worlds that come alive because they’re internally consistent.
So there’s all that, but there’s also the petty stuff, such as the fact that turning The Monsters Know What They’re Doing into a 5E24 blog would require me to commission new art for the banner and site icon, because liches can’t cast cloudkill anymore. I mean, what the heck, guys.
So he likes the monster power of MM25, but doesn't like how they executed it, giving guard captains 18 strength and the like. Actually, I've had this problem as well, in that in order to present a proper, believable challenge to PCs I've had to use unbelievable methods: upping NPCs and other creatures stats to levels that seem crazy in the context of the world, but they end up working satisfactorily on a mechanical level. This is largely how the MM25 operates.
Overall I have to say that his points all hit home for me, and I'm curious what y'all think... and, as per the questions he poses later on in the post, what direction you think he should take?

