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<blockquote data-quote="Neonchameleon" data-source="post: 6387353" data-attributes="member: 87792"><p>Seconded. Also out of the book, 4e PCs come with more personality than the PCs of any other edition. In AD&D two fighters differ by stats and equipment. In 3.X two fighters also have two feats that are different. In 4e the very way two fighters approach combat differs.</p><p></p><p></p><p></p><p>Please don't confuse Zeb Cook's overrated 2e Monstrous Manual with Gary Gygax's 1e Monster Manual, the amount of text per monster in which makes the 4e MM1 seem positively loquacious.</p><p></p><p></p><p></p><p>The 2e Monstrous Manual is not, however, what it presents itself as. What it is is a world building guide for a semi-generic semi-improvised hexcrawl RPG. If you'd put almost all the ecology into a blue book supplement (along the lines of the Castles Guide) it would have made the basis of a pretty good supplement along the lines of <em>Vornheim</em>. However if we look at e.g. Eberron or Sigil, Goblins do not live in the same ecology as they have in Generic Hexcrawl Universe. On the other hand they are still goblins, so the sort of information that the 4e MM presents on the individuals and organisational patterns is still useful.</p><p></p><p>In short if I were playing Fate I'd still find the fluff the 4e MM and 4e MV presents useful. For even playing D&D in most official D&D settings I find the 2e Monstrous Manual almost useless.</p><p></p><p>Edit: [MENTION=22779]Hussar[/MENTION], what's the difference between what a creature wants and what its views are?</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6387353, member: 87792"] Seconded. Also out of the book, 4e PCs come with more personality than the PCs of any other edition. In AD&D two fighters differ by stats and equipment. In 3.X two fighters also have two feats that are different. In 4e the very way two fighters approach combat differs. Please don't confuse Zeb Cook's overrated 2e Monstrous Manual with Gary Gygax's 1e Monster Manual, the amount of text per monster in which makes the 4e MM1 seem positively loquacious. The 2e Monstrous Manual is not, however, what it presents itself as. What it is is a world building guide for a semi-generic semi-improvised hexcrawl RPG. If you'd put almost all the ecology into a blue book supplement (along the lines of the Castles Guide) it would have made the basis of a pretty good supplement along the lines of [I]Vornheim[/I]. However if we look at e.g. Eberron or Sigil, Goblins do not live in the same ecology as they have in Generic Hexcrawl Universe. On the other hand they are still goblins, so the sort of information that the 4e MM presents on the individuals and organisational patterns is still useful. In short if I were playing Fate I'd still find the fluff the 4e MM and 4e MV presents useful. For even playing D&D in most official D&D settings I find the 2e Monstrous Manual almost useless. Edit: [MENTION=22779]Hussar[/MENTION], what's the difference between what a creature wants and what its views are? [/QUOTE]
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