You know what ? I'm happy. There has been a slow improvement during 3e evolution, but the MM was just a collection of unrelated monsters, often without informations about the "why does this ****ing monstruosity exist ?".
The two page display posted here http://www.enworld.org/showthread.php?t=220268 and "translated" into something readable by jeremy_dnd is what the MM should have been from the start.
Lets ignore the crunch (I'm oversatured with crunch anyway) and look how much fluufy usefull goodness they have been able to pack in so little space :
Creature Type
Medium shadow humanoid (undead) for Bodak VS Large shadow animate (undead) for Boneclaw : the creature type already says a lot about the story of the beast.
Monster tactics not a mere "how to mop the PC" but a way to create different favors for similar but differente monsters : look bodak skulk VS bodak reaver.
monster lore
Ok, we have already see this kind of stuff in various books. But I realy like what we have here : DC for info about the beasts power, DC for info about the beast background, inspiring stuff for the DM, links with other creatures/NPC (Bodak >> Nightwalker ; boneclaw >> NPC hag...). The "story department seems to have made a good work.
Encounter Groups
More fluffy goodness : what creatures often work with the beast, how do they relate, what is their role... in 4 or 5 short lines. Plus advices for running them. Nice !
I know a lot of experienced or homebrewing DM/grognards were sceptical about flavour changes in particular and the "story team"'s work in general, labelled either as useless or annoying. But for me, countless pages of soulless monsters don't do the trick. It seems that the developers have created a sort of "monster ecology", were no monster stands alone in its corner of the DM. I hope they are all done that way. Sure, such or such aspect may not fit in your campaign world, but it's easier to adjust the flavour of a monster when there is one than to create it from scratch.
So, in all the mad crunch orgy, don't forget the fluff !
The two page display posted here http://www.enworld.org/showthread.php?t=220268 and "translated" into something readable by jeremy_dnd is what the MM should have been from the start.
Lets ignore the crunch (I'm oversatured with crunch anyway) and look how much fluufy usefull goodness they have been able to pack in so little space :
Creature Type
Medium shadow humanoid (undead) for Bodak VS Large shadow animate (undead) for Boneclaw : the creature type already says a lot about the story of the beast.
Monster tactics not a mere "how to mop the PC" but a way to create different favors for similar but differente monsters : look bodak skulk VS bodak reaver.
monster lore
Ok, we have already see this kind of stuff in various books. But I realy like what we have here : DC for info about the beasts power, DC for info about the beast background, inspiring stuff for the DM, links with other creatures/NPC (Bodak >> Nightwalker ; boneclaw >> NPC hag...). The "story department seems to have made a good work.
Encounter Groups
More fluffy goodness : what creatures often work with the beast, how do they relate, what is their role... in 4 or 5 short lines. Plus advices for running them. Nice !
I know a lot of experienced or homebrewing DM/grognards were sceptical about flavour changes in particular and the "story team"'s work in general, labelled either as useless or annoying. But for me, countless pages of soulless monsters don't do the trick. It seems that the developers have created a sort of "monster ecology", were no monster stands alone in its corner of the DM. I hope they are all done that way. Sure, such or such aspect may not fit in your campaign world, but it's easier to adjust the flavour of a monster when there is one than to create it from scratch.
So, in all the mad crunch orgy, don't forget the fluff !