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*Dungeons & Dragons
Wandering Monsters: Creepy and Crawly—Simultaneously!
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<blockquote data-quote="Nymrohd" data-source="post: 6147580" data-attributes="member: 59126"><p>What I am saying is, we need monster design to be significantly more clear because DMs love to create their own versions of critters. What I personally prefer and I understand it is not everyone's cup of tea is a building blocks design; this is what a medium humanoid can do in this system; make it an elf and it will get a couple of bonuses and/or penalties. Add class levels on top of that (because an elf wizard is first a medium humanoid, then an elf, then a wizard, and all those blocks add up). Right now, players and monsters are completely separate and at least as far as we know we don't have tools to build monsters; indeed NPCs that should be fairly much like PCs actually have their own individual statblocks. Several "chiefs" for instance get the commander aura, can I too as a PC? (I should, what's special about them).</p><p>There are other ways to do this. You can have a base block for each creature by role and level like 4E did. You can have creature types and level define what a monster can do like 3E did. BUt I really don't want to go back to AD&D were the monster system is not transparent at all and every monster is designed by exception with no chassis.</p><p>I never said we should have no separate entries for different types btw. I just said that we should save space by having a central area for the part of the rules that are common and then on each entry give the extra parts of the block. In the end I am giving even further emphasis on differentiation than in a system that reprints near identical stat blocks time and again because my way the differences are what is emphasized.</p></blockquote><p></p>
[QUOTE="Nymrohd, post: 6147580, member: 59126"] What I am saying is, we need monster design to be significantly more clear because DMs love to create their own versions of critters. What I personally prefer and I understand it is not everyone's cup of tea is a building blocks design; this is what a medium humanoid can do in this system; make it an elf and it will get a couple of bonuses and/or penalties. Add class levels on top of that (because an elf wizard is first a medium humanoid, then an elf, then a wizard, and all those blocks add up). Right now, players and monsters are completely separate and at least as far as we know we don't have tools to build monsters; indeed NPCs that should be fairly much like PCs actually have their own individual statblocks. Several "chiefs" for instance get the commander aura, can I too as a PC? (I should, what's special about them). There are other ways to do this. You can have a base block for each creature by role and level like 4E did. You can have creature types and level define what a monster can do like 3E did. BUt I really don't want to go back to AD&D were the monster system is not transparent at all and every monster is designed by exception with no chassis. I never said we should have no separate entries for different types btw. I just said that we should save space by having a central area for the part of the rules that are common and then on each entry give the extra parts of the block. In the end I am giving even further emphasis on differentiation than in a system that reprints near identical stat blocks time and again because my way the differences are what is emphasized. [/QUOTE]
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