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Views on 24 MM/SRD monster mechanics now
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<blockquote data-quote="Charlaquin" data-source="post: 9772702" data-attributes="member: 6779196"><p>I was very excited for the changes initially - I think, for example, that putting save bonuses with the ability scores instead of in a list looks cleaner. I think more unique abilities instead of lists of spells is great for usability. I’m a fan of doing away with non-magic bludgeoning/piercing/slashing resistance. And I understand the design logic behind getting rid of two-stage resolution (i.e. most poison damage having to first hit with an attack roll and then triggering a saving throw). However, I think these changes have all been executed kinda poorly. Fewer monsters have save proficiencies. Non-magic BPS resistance was not replaced with blanket BPS resistance, or any resistance at all, it was just removed entirely. Monsters… still have lists of spells, so what even was the point of turning <em>some</em> of their spells into unique abilities??</p><p></p><p>Also, a lot of flavorful abilities that monsters had in base 5e are just gone now. No more keen sight/hearing/smell. No more unique Lair Actions for legendary monsters, just an extra use of their Legendary Actions and Legendary Reaistance. Hobgoblins lost their Martial Advantage and just got inexplicably higher base damage with their weapons, and sometimes some poison that is always applied to their weapons without having to spend an action and I guess just evaporates when they die. AC values no longer explain how they’re derived and are often not consistent with the armor listed in the monsters’ gear section. 5e monsters already caught flack for being bags of hit points that do nothing but “claw, claw, bite” every turn. Why on earth they would double-down on that by eliminating a ton of flavor abilities, I have no idea.</p><p></p><p>A bunch of changes that are great from a base game design principle standpoint, wasted on uninspiring designs. Story of 5e in a nutshell.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9772702, member: 6779196"] I was very excited for the changes initially - I think, for example, that putting save bonuses with the ability scores instead of in a list looks cleaner. I think more unique abilities instead of lists of spells is great for usability. I’m a fan of doing away with non-magic bludgeoning/piercing/slashing resistance. And I understand the design logic behind getting rid of two-stage resolution (i.e. most poison damage having to first hit with an attack roll and then triggering a saving throw). However, I think these changes have all been executed kinda poorly. Fewer monsters have save proficiencies. Non-magic BPS resistance was not replaced with blanket BPS resistance, or any resistance at all, it was just removed entirely. Monsters… still have lists of spells, so what even was the point of turning [I]some[/I] of their spells into unique abilities?? Also, a lot of flavorful abilities that monsters had in base 5e are just gone now. No more keen sight/hearing/smell. No more unique Lair Actions for legendary monsters, just an extra use of their Legendary Actions and Legendary Reaistance. Hobgoblins lost their Martial Advantage and just got inexplicably higher base damage with their weapons, and sometimes some poison that is always applied to their weapons without having to spend an action and I guess just evaporates when they die. AC values no longer explain how they’re derived and are often not consistent with the armor listed in the monsters’ gear section. 5e monsters already caught flack for being bags of hit points that do nothing but “claw, claw, bite” every turn. Why on earth they would double-down on that by eliminating a ton of flavor abilities, I have no idea. A bunch of changes that are great from a base game design principle standpoint, wasted on uninspiring designs. Story of 5e in a nutshell. [/QUOTE]
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