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Community
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D&D Older Editions
Thing I thought 4e did better: Monsters
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<blockquote data-quote="Campbell" data-source="post: 7008068" data-attributes="member: 16586"><p>I don't view it as unique to 4e. 4e provided me with a set of tools that I feel eases handling of new fictional elements. Features like skill challenges, the condition track, the healing surge economy, result oriented monster and NPC creation, and the DC by level chart helped me to frame the fiction into mechanics much easier than other games. The mental framework I found in 4e worked a lot better for me than other editions. </p><p></p><p>I also don't think we should discredit the culture that arises from a given game. A Pathfinder monster gives the impression of being much more exhaustive than a 4e monster because there is a process in place to encourage a much more exhaustive view of a monster. It's similar to how I feel more creative freedom running a Nentir Vale or Folio Grayhawk game than when I attempted to run a game using the 3e FRCS. I could run a character focused Vampire: The Masquerade game that mostly focuses on the personal horror of being a vampire, but Requiem 2e feels more comfortable because the culture of the games is entirely different and it provides tools Masquerade lacks. </p><p></p><p>At the end of the day when I get involved in 5e discussions it's not because I want to see 4e ideas implemented in a carbon copy of the 4e experience. When it comes to monster design, I don't expect to see monster roles, balancing via the encounter, or embrace of the heroic recovery narrative. I want to see lore that cares more about underlying themes than minutia. I want more dynamic monster abilities that don't require me to cross reference some other book. I also would like to see more links between monsters. Some clear templating couldn't hurt either. Mostly, I would like to see more creative risks taken.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7008068, member: 16586"] I don't view it as unique to 4e. 4e provided me with a set of tools that I feel eases handling of new fictional elements. Features like skill challenges, the condition track, the healing surge economy, result oriented monster and NPC creation, and the DC by level chart helped me to frame the fiction into mechanics much easier than other games. The mental framework I found in 4e worked a lot better for me than other editions. I also don't think we should discredit the culture that arises from a given game. A Pathfinder monster gives the impression of being much more exhaustive than a 4e monster because there is a process in place to encourage a much more exhaustive view of a monster. It's similar to how I feel more creative freedom running a Nentir Vale or Folio Grayhawk game than when I attempted to run a game using the 3e FRCS. I could run a character focused Vampire: The Masquerade game that mostly focuses on the personal horror of being a vampire, but Requiem 2e feels more comfortable because the culture of the games is entirely different and it provides tools Masquerade lacks. At the end of the day when I get involved in 5e discussions it's not because I want to see 4e ideas implemented in a carbon copy of the 4e experience. When it comes to monster design, I don't expect to see monster roles, balancing via the encounter, or embrace of the heroic recovery narrative. I want to see lore that cares more about underlying themes than minutia. I want more dynamic monster abilities that don't require me to cross reference some other book. I also would like to see more links between monsters. Some clear templating couldn't hurt either. Mostly, I would like to see more creative risks taken. [/QUOTE]
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