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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thing I thought 4e did better: Monsters
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<blockquote data-quote="werecorpse" data-source="post: 6985198" data-attributes="member: 55491"><p>Things seem to have gotten a bit off topic so I'll address my post to the op. </p><p></p><p>I didn't play 4e save for a few test games, I was still enjoying 3/3.5/pathfinder at the time.</p><p></p><p>Ive got the 4e core books and have had a look at the 4e monster manual and watched matt colville's YouTube video on this topic which I can recommend.</p><p></p><p>As for the specific points raised in the op.</p><p>1. Ramping up humanoids. I don't agree with this. I like that their are a bunch of basic races that are all very close to each other in power but are separated by a small mechanical margin and benefit. I see these as sort of the base template in the same way that a human commoner and a dwarf commoner are the base template for those races. But see my comments on point 3.</p><p></p><p>2. Variety of monsters. I love variety of monsters and like the idea of different types of gorgons, basilisk etc. I think the reason that the NPC appendix are so important is that they enable you to have a variety of humanoids by just smooshing together two templates. Goblin scout, goblin spy, goblin Druid have all made appearances in my game.</p><p></p><p>3. Monsters that do cool stuff. This IMO is where 5e has dropped the ball a bit. I agree that it would be great if monsters had a few more tricks. Even in 1e the owlbear had a special attack, the 5e version is just sad. I look at the 4e abilities of the ettin and dragons and think I'm gonna add these in to my 5e monsters. I don't think they are too complex and they make a fight interesting as new obstacles have to be addressed. I am happy with the base low cr critters as they work well for early learning games but as the cr goes up (say 3+) they should all have a nifty trick. Further I like the idea that some well trained humanoids learn new racial specific tricks. I think some particularly feral gnoll tribes in my game will have quick bite as an additional bonus action option.</p><p></p><p>The pre 5e talk when it hadn't come out was all about how it would be modular. For mine I would love to see a more complexity to monsters module. Just a list of the monsters with a couple of optional add on abilities as they have done with spell casting dragons.</p><p></p><p>Ie </p><p>Dragon: bloodied breath, tail swipe</p><p>Green dragon: Lure, aura of poison.</p><p></p><p>Now I know that I can just do this stuff myself, and I will I have been customising monsters for decades and will now be cross checking the monsters in my 4e monster manual to mine for ideas. But if it was available as a 5e module that would be great.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 6985198, member: 55491"] Things seem to have gotten a bit off topic so I'll address my post to the op. I didn't play 4e save for a few test games, I was still enjoying 3/3.5/pathfinder at the time. Ive got the 4e core books and have had a look at the 4e monster manual and watched matt colville's YouTube video on this topic which I can recommend. As for the specific points raised in the op. 1. Ramping up humanoids. I don't agree with this. I like that their are a bunch of basic races that are all very close to each other in power but are separated by a small mechanical margin and benefit. I see these as sort of the base template in the same way that a human commoner and a dwarf commoner are the base template for those races. But see my comments on point 3. 2. Variety of monsters. I love variety of monsters and like the idea of different types of gorgons, basilisk etc. I think the reason that the NPC appendix are so important is that they enable you to have a variety of humanoids by just smooshing together two templates. Goblin scout, goblin spy, goblin Druid have all made appearances in my game. 3. Monsters that do cool stuff. This IMO is where 5e has dropped the ball a bit. I agree that it would be great if monsters had a few more tricks. Even in 1e the owlbear had a special attack, the 5e version is just sad. I look at the 4e abilities of the ettin and dragons and think I'm gonna add these in to my 5e monsters. I don't think they are too complex and they make a fight interesting as new obstacles have to be addressed. I am happy with the base low cr critters as they work well for early learning games but as the cr goes up (say 3+) they should all have a nifty trick. Further I like the idea that some well trained humanoids learn new racial specific tricks. I think some particularly feral gnoll tribes in my game will have quick bite as an additional bonus action option. The pre 5e talk when it hadn't come out was all about how it would be modular. For mine I would love to see a more complexity to monsters module. Just a list of the monsters with a couple of optional add on abilities as they have done with spell casting dragons. Ie Dragon: bloodied breath, tail swipe Green dragon: Lure, aura of poison. Now I know that I can just do this stuff myself, and I will I have been customising monsters for decades and will now be cross checking the monsters in my 4e monster manual to mine for ideas. But if it was available as a 5e module that would be great. [/QUOTE]
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