D&D 5E (2024) Views on 24 MM/SRD monster mechanics now

Silver weapons are a thing in the DMG same with Adamantine.
Silvered Weapons deal extra damage on crits to creatures that have shapeshifted.
I know, I just don’t like that. I don’t want silver weapons to be approximately 10% more effective against shapeshifters than normal weapons, I want them to be pretty much required to kill lycanthropes. I could take or leave the extra crit damage, but lycanthropes should regenerate every turn they don’t take damage from a silver weapon, and that regeneration should be able to get them back up from 0 HP. That’s like, the number one thing you think of when you think of werewolves: they transform when the moon is full and you can’t kill ‘em without silver.
 

log in or register to remove this ad


I am a big fan of a lot of the changes! I like the spellcasting for the post part (although I might've preferred they put the damage dice for certain spells like Fireball in the stat block instead of putting "Fireball (level 5 version)"), and I like the damage and effect riders on many of the attacks! Makes certain monsters feel more flavorful in combat, IMHO.
As much as I like the new stat blocks, there are enhancements that I would like, but I'm not sure if the templating would work universally.

For example, I would love for spells like Fireball to get an 8d6 (28) Fire damage note so I can just click it on the monster stat block in Maps to roll the damage, but many spells aren't that cut and dry.
 

As much as I like the new stat blocks, there are enhancements that I would like, but I'm not sure if the templating would work universally.

For example, I would love for spells like Fireball to get an 8d6 (28) Fire damage note so I can just click it on the monster stat block in Maps to roll the damage, but many spells aren't that cut and dry.
You have a good point! Lots of spells do have additional effects than just damage, and you want the DM to know that. Just putting the damage down wound discourage that investigation and reading.

I have the feeling that part of the reason WoTC did this is that it encourages D&D Beyond usage, where you click through to see the spell, as opposed to the physical books where you have to flip to a page for it during combat. I'm still sticking with my physical copies though! No amount of convenience will be worth a switch, at least for me.
 

Silver weapons are a thing in the DMG same with Adamantine.
Silvered Weapons deal extra damage on crits to creatures that have shapeshifted.
They are now magical weapons that and not something that you buy from the PHB.

I think I get where they were going. You don't see creatures that have resistance to fire or cold unless it's from a magical source. You either resist fire or you don't. But resistance to slashing is dependent on the source of the damage and possibly the material. And it created some weird adjudication areas (does hitting someone with a magic shield count?) they are trying to stamp out. So they not treat slashing the same as fire: it doesn't care about the source, only the damage type.

I wager a similar thought process came when they considered regeneration. A troll's regeneration is stopped by acid (damage type) and fire (damage type). Silver is not a damage type. Neither is "magic". So for consistency, they only have Regen and resistance bypassed by one of the eight damage types.

I think it sucks that the game loses that little bit of flavor, especially for iconic monsters like werewolves, but apparently they felt consistently and avoiding defining what constitutes a "magic" weapon was more important.
 

I like the new encounters rules that go with them.

New ones also decent. By that I mean monsters that weren't in 5.0 MM.

Most of them that ate just 5.0 updates big whoop. Generally hit point buff maybe damage.

Spellcasters may actually prefer the old spells. Prefer the buffed damage though.

When they buff damage to 3d10 or 4d10 with 3 or 4 attacks its getting absurd with 5E hit point bloat and amount of healing.

In effect its just more math, slows everything down no real gain.
 
Last edited:


I absolutely hate what they did to lycanthropes. A vampire taking normal damage from nonmagical weapons I can live with, even though I preferred them having that resistance. But werewolves not even getting regeneration that silver turns off anymore is a travesty in my opinion. That’s the single most recognizable trait of lycanthropes, getting rid of it completely ruins the monster’s feel.

Sing it!!
 

Yeah, that is often the case, but not always. And since it’s worked into the stats instead of called out as specific features, it just ends up looking like loose design instead of unique traits.
I will take the opposite side of the argument from you by saying that just naming something does not make it a "unique trait", if that trait is subsumed during gameplay. To me, that's merely performative design. A creature having "Keen Senses" written in their statblock does not make that creature more unique in their design when all that results from that is the DM rolling two dice for Perception checks instead of one. To the players... unless the DM specifically calls out that the creature is rolling with Advantage (and even then, most players I don't think care), the players have no idea that this monster has this so-called "unique trait"-- especially when the results of it being used are no different than any other creature who rolls Perception normally and just rolls high. So what's "unique" about it? None as far as I can see. All that's really different is in the statblock itself when read by someone has one less line of trait feature, but that means nothing when it comes to actually playing the game. And that's why I call it performative design... it makes the reader think what they see is somehow special and necessary, but when actually used as its meant to be used it does practically nothing unique whatsoever.

To me, it's no different than when people would say that feats in 3E were "important" to differentiate their characters and that the game had to have them. Because a whole lot of these so-called 'important feats' would do nothing but just add a point to an already-existing stat. Which means that other than a person reading the character sheet to see that the PC had this thing... in actual gameplay no one could ever tell the difference. A player could take the so-called 'Dodge' feat... and add a +1 to their AC. A feature no different than dozens of different ways a PC could raise their AC. So what did their PC being able to 'Dodge' actually mean at the table? Nothing whatsoever. When you see that PC being played at the table, are they 'Dodging'?... or are they just wearing a slightly better set of armor? Or is their Dexterity slightly better? Or is their armor magical? None of us would know. Because it's not like the player themselves would narrate their PC doing anything different when at attack missed them-- like choosing a specific attack roll number to say that this one number was the specific one that the 'Dodge' feat they had was applying to and was the +1 AC bonus attributed to "dodging", and thus narrating on that specific roll each and every time that the character "rolled out of the way" of that attack just to justify having the 'Dodge' moniker attributed to their PC. Nope... that 'unique trait' of Dodge was just one in a series of numbers all add up together into a singular AC soup that the player never cared about except the final total. Their AC was 19. That was the only thing that was important. And all the small individual pieces to get to 19 were not important, the player did not care, and thus those pieces being "important" to the "uniqueness" of their character were actually nothing of the sort and merely performative in name only to the person who was reading the character sheet.

If Dodge was an actual different and unique game mechanic, or if something like Keen Senses gave you a completely new ability that was actually different than what one would already be doing... then yeah, I'd be more willing to say those things could be meaningful and their loss in 5E24 would be felt. But losing a feature that just duplicates or gives a slight bonus to something they can already do (and which can be completely negated as a bonus anyways by someone just rolling the original trait really well in the first place) is not actually losing anything of meaning.

Others will feel differently, and that's fine. But at least it it explains why these monster trait losses in 5E24 don't actually matter or affect me in any way.
 

I really like the changes to the D&D 5e 2024 MM monsters.

Why? That goes into some specifics: I run Foundry VTT, with the official D&D 5e 2024 MM module*, so I don't have the issues that some people have with the physical/DDB versions. The more compact, clearly defined abilities are GREAT! It's not just some having combined, but where they previously used a paragraph, it's now a line or a few lines. Balancing for the 2024 classes is also very welcome. What this normally allows me to do is to run an encounter ad-hoc, without having to first study the statblocks before the session. Which is again GREAT, because I run Undermountain, characters can go anywhere, so I don't really have time to read ALL the statblocks before the session.

Now, are the monsters interesting? Meh... From the DM side I've only been seeing the monsters in the 1st-5th level range, as a player, previously in the 10th-15th level range. It's ok... I now wonder how much of the D&D monster 'feel' we picked up from almost two decades of playing 2e/3e? It's OK for now, but I do feel that we'll need more interesting monsters and I suspect that I'll find those outside of the 2024 MM...

IF monsters from pre-2024 sources are used, chances are that I'll also edit them to be more in line with the 2024 MM usability. How exactly, not sure yet, but we'll see.

*At the moment I do not advise you buy the FVTT modules PHB/DMG/MM, as they still had major textual errors 7 months after release (for example: Troll regen rate was incorrect 10 => 15, and the whole fire/acid stuff was missing). They fixed it in a later release, but that's only for their latest version of FVTT (V13), so if you're still stuck on V12 (due to compatibility issues with certain modules), you're stuck with an incorrect PHB/DMG/MM. AND I suspect that next year they'll pull the same stuff with V14.
 

Remove ads

Top