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Views on 24 MM/SRD monster mechanics now
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<blockquote data-quote="Cergorach" data-source="post: 9773438" data-attributes="member: 725"><p>I really like the changes to the D&D 5e 2024 MM monsters.</p><p></p><p>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.</p><p></p><p>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...</p><p></p><p>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.</p><p></p><p>*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.</p></blockquote><p></p>
[QUOTE="Cergorach, post: 9773438, member: 725"] 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. [/QUOTE]
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