D&D 4E What can Next do to pull in 4e campaigns?

Edit: disregard, wrong edition.

Or... is it?
[MENTION=21556]Jester[/MENTION]_Canuck which edition were you talking about when you said:
"Monsters should of course have unique abilities, so long as they're actually unique. The bugbear has an ability that could very well just be Sneak Attack, and the death knight has a renamed fireball."

Is this about 4e or Next?
 
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1. Speed of Play
2. Bounded Accuracy
3. Theater of the Mind
Not to derail the conversation already going on here, but I'm not sure I get exactly what you mean by #2 (luckily, #s 1 and 3 are very self-evident to me. Mind giving me a very quick rundown?

When you boil all effects down, as in your last paragraph, to PC rules, you're putting an added research burden on the DM for game prep. If I need a 10' burst of lightning, I should be able to just put that in there instead of looking up what spell (if any) fits those characteristics. If my bugbear can do extra damage when backstabbing, I should be able to do that instead of worry about rogue levels. If I want a ray that weakens, why should I need to know anything about ray of enfeeblement or any of its relatives?

This sort of setup has a cost in DM overhead I'm not willing to pay right now. (Especially since I think it's a worse way of doing things in the first place.)
No kidding. As much as I love the concept of a vs. demons game, for instance, the constant appearance of long lists of spells that they can cast--or spell-like abilities--that need to be independently researched and/or annotated by GMs, makes them workload inefficient. They're just not worth the trouble most of the time.

Granted; few monsters are as research intensive as fiends, but I'm already at the point where looking up the details of even a few spells just to run a monster effectively is a hassle.
This is one trope, yes. Another is that spells are granted by horrors that the mind of man was not meant to know! My game leans somewhat more in that direction (especially because, in 4e, there is in fact no such thing as copying an attack spell from a spellbook).
*Arsenio Hall style fist pumps*

[MENTION=42582]pemerton[/MENTION], one of these days we'll have to play together. Even if it is 4e. ;) The tagline on my blog is "D&D rules, Call of Cthulhu play paradigm." I consider most of my setting endeavors to be a hybrid between typical sword & sorcery and Lovecraftian horror (and sometimes other things too. Like noir, or Westerns.) That right there that I quoted is right up my alley.
 

Hobo-

I'm glad you found my commentary useful. I've taken to calling what I like best about D&D Next its "Hat Trick", three design philosophies that inject a breath of fresh air into the tabletop experience. Things I have missed sorely for 2 editions. Those things are:

1. Speed of Play
2. Bounded Accuracy
3. Theater of the Mind

Once you get a taste of those three things in action, I expect you may never play a 3rd edition variant again.

My problem here is that D&D Next isn't even close to Dungeon World at any of those three things and 13th Age leaves it looking half-baked at two of them - and that's only when we stay under the D&D umbrella. A game that measures areas of effect in feet is not good at theater of the mind at all.

"Because the players expect it" is not a narrative reason. I mean a story reason, an in world reason this spellcaster has access to unique magic or unlearnable secrets.

One of the tropes of the game is scribing scrolls and copying spellbooks.

Another trope is things man was not meant to know. Which is why I loved the 4e ritual/ordinary breakdown. You learned the rituals.

Really, there's also only so many magical effects we need. We don't need a dozen >slightly< different area effect attacks that deal fire damage. If a monster is using fireball just say fireball.

So tell me. How do we measure the fireball? By radius, or by volume? Will it melt lead things the PCs are carrying, and if so how? We all know what a burst of fire looks like - but fireball itself has been paved over with layers of D&D cruft that means that it's actively harder to work out what a fireball is than what a ball of fire is.

Likewise, there's the fighter. If the skilled level 5 fighter, the master of the longsword, so special they're an adventurer. There shouldn't be many ways to swing a sword they cannot learn.

But where are the clones? Send in the clones? Don't bother, they're here.

Seriously. There's a huge difference between learning a trick at the training salle and integrating it with your entire combat style so that it becomes a matter of muscle memory.

Since then, my opinions have really changed. Reversed really. I did the 4e thing for a time and found the combat-only monster entries problematic. I missed the lore, the story ideas, and monsters having a place in the world. I missed monsters that had powers useful for things other than combat, who had powers that could justify plots and serve as adventure hooks.

Given that Monster Vault fires the 2e Monstrous Manual for "Best plot hook official D&D monster manual ever" and Nentir Vale then slams the door behind the 2e MM, I'd agree. Then I'd point out that 4e has all this in spades.

Monsters who could do things outside of combat that didn’t amount of DM fiat or only having phenomenal cosmic power when off camera.

It's not about phenomenal cosmic power off camera. It's about in just about any magic system other than D&D magic being a complex business that takes more than six seconds. A succubus doesn't snap their fingers and cast Charm Person on their target. They seduce them (and have the skills and powers to back this up). What they aren't is Generic Enchantment Magic User #28 using only spells wizards can cast.

@Jester Canuck
I really appreciate the thoughtfulness of your post :) I enjoy DMing 4e most, but I have noticed the same thing about monsters being divorced from noncombat abilities. At least compared to 2e which, albeit individual monsters were hit or miss, I feel had much greater lore. The ultimate question for me is: How usable is this?

I actually find the 2e lore really frustrating and pointless compared to the 4e lore. It comes with such an absurdly strong implied setting that there are few campaigns I can use it in at all. Unlike the 4e monster lore, which is dedicated to plot hooks and what the monsters motivations are.

You're missing what's in my mind the critical point - DM prep time and overhead.

When you boil all effects down, as in your last paragraph, to PC rules, you're putting an added research burden on the DM for game prep. If I need a 10' burst of lightning, I should be able to just put that in there instead of looking up what spell (if any) fits those characteristics. If my bugbear can do extra damage when backstabbing, I should be able to do that instead of worry about rogue levels. If I want a ray that weakens, why should I need to know anything about ray of enfeeblement or any of its relatives?

This sort of setup has a cost in DM overhead I'm not willing to pay right now. (Especially since I think it's a worse way of doing things in the first place.)

This. If the game wants to give me busywork as the GM I'm simply not going to run that game.
 

You're missing what's in my mind the critical point - DM prep time and overhead.

When you boil all effects down, as in your last paragraph, to PC rules, you're putting an added research burden on the DM for game prep. If I need a 10' burst of lightning, I should be able to just put that in there instead of looking up what spell (if any) fits those characteristics. If my bugbear can do extra damage when backstabbing, I should be able to do that instead of worry about rogue levels. If I want a ray that weakens, why should I need to know anything about ray of enfeeblement or any of its relatives?

This sort of setup has a cost in DM overhead I'm not willing to pay right now. (Especially since I think it's a worse way of doing things in the first place.)
Reading a dozen brand new powers also increases DM prep.
Reading through dozens of monster entries to find powers that synergize well together increases DM prep.
Having to make up a brand new lightning based effect and mechanic also eats prep time when you could just adjust lightning bolt. Otherwise you risk making a power that does something identical to a spell but of lower/higher power. The rules are there for you to use so you don’t need to reinvent the wheel for every monster. (But, if you want, you can choose to make up all new effects and spells with overlap. Just because the game doesn’t does not stop DMs from doing their own thing.)

No set spells would be easier. Many other game systems have already done that. Heck, flexible spellcasting in a D&D environment was used in Dragonlance SAGA so it pre-dates 3e.

5e could do something like “you cast a spell. It affects an adjacent creature and does 1d10 damage +2d10/spell level.
“If cast at range or affecting multiple creatures, drop the die size down by one. If both, drop the die size by two.
“You can immobilize by reducing the number of dice by 1, stun by reducing by 2, and paralyze by reducing my 3.”
Reflavour what the spell looks like and the damage type according to preference.

There. That’s the only spell D&D actually needs. A little number checking and fine-tuning and it would be balanced, it prevents quadratic wizards, and doesn’t give spellcasters cooler toys than martials.
But does that make the game better? Not really.
The opposite direction, with hundreds of thousands of unique powers has the same effect. It makes the game bland and boring. Because 90% are going to do the same thing: some damage and a little extra side effect.

If a monster needs to do something cool, by all means GIVE THEM SOMETHING COOL. But that should need to be unique. It should be something impossible to replicate by a class feature. But if it’s just fire damage over an area… call it a freakin’ fireball and save everyone time. If it’s not their A-ability, don’t give it too much thought.

I know. I gave a story reason - "it's magic".
That’s not a story reason, that’s a justification for continuity errors in Xena.
“Magic” in a world should have rules, and all magic should obey those rules.

Aboleths are hulking amphibious creatures that hail from the Far Realm, a distant and unfathomable plane. They live in the Underdark, swimming through drowned crannies or creeping through lightless tunnels and leaving trails of slimy mucus in their wake. Malevolent and vile, aboleths bend humanoid creatures to their will, and more powerful aboleths can transform their minions into slimy horrors. . . Sometimes aboleths live together as a brood or even in a collection of broods. . .
That tells me what they are and where they live but little else.
But what do they eat? What are their goals? How do they live? Are they social: how often is “sometimes … live together”? Are they civilized or savage?

Obviously what counts as a "story idea" is to a significant extent in the eye of the beholder. But these monsters seem to me all to have pretty clear and strong places in the world, with associated lore. I don't see the oft-mooted contrast with earlier MMs.

Look back at the aboleth entry. It tells me how to use them in an encounter, with each monster’s tactics called out, but not how to use them in an adventure or campaign. It’s basically “this monster lives underground and bends humanoids to its will.” Coming to that uninitiated (and unfamiliar with Lovecraft) one might get the impression of a dull-witted creature meandering through the underdark and turning people into zombies.
It doesn’t mention their intelligence, their cities, or how the creatures bent to its will are its slaves that do its bidding. It doesn’t suggest Lovecraftian cults or the implied age of the aboleths.

Most of the early 4e monster fluff just fell flat in that regard. It told you what the monster was, but not its place in the larger world. Now, the 3e MM wasn’t much better, often having shorter entries. Both failed compared to the 2e Monsterous Manual.

I think some monsters have challenging powers - some MM3 ones especially (eg Chained Cambion, Pact Hag). But some of these abilities are also very worthwhile - the Chained Cambion played incredibly well when I used it, and it power (of psychically chaining two PCs together, therefore causing them to vicariously experience it's own suffering) was awesome. But these are precisely the sorts of abilities that you lose if you confine yourself to PHB abilities.
Again, monster abilities that need to be unique should be unique. Of course. But monster abilities that are almost identical to PC powers should just be PC powers.

Whereas the stock-standard PHB stuff (force missiles, fireballs, hold person etc) should be trivially replicable in a stat block, as @Obryn and @Incenjucar have indicated, without needing cross referencing at all.
Again, I think that eats up too much space and is needless.
Now, as I said, I admit that if the power is something the monster is likely to use each and every combat, it’s helpful to call it out and give it a quick write-up. If it’s something it *might* use in a very situational occasion or is a flavourful spell that it uses outside of combat, that can be something just listed by name. Which is a compromise between the design of 1-3e and 4e.
Which is really the best of both worlds. It gives skilled DMs a greater number of choices but without overwhelming as most are not called out and you can run a monster right from the statblock. It moves the extra prep from mandatory to optional.

Engagement is neither of those things, but who is engaged by what varies by individual and context. But certain things have a long history of being engaging for a large portion of the species (and, indeed, animals too). Surprises and mysteries are universally appealing, albeit in different doses and contents for different people.
I was literally writing that post in bed minutes from sleep. My iPad has ruined me.
My point was that many things can engage people, many things can be fun. Kids can be endlessly entertained by a cardboard box. Especially as inevitably comes up, there is not badwrongfun. (Drink!)
So… as fun and engagement are so relative, so personal, and so broad and never wrong, they’re all but useless as measuring sticks when defining (and designing) a game. The end product should be fun and engaging yes, but you can’t just say “this game is fun” and expect people to know what the game is. That’s like saying “this car drives” or “this food has flavour”. It’s everything else that defining, the why it’s fun and what makes it unique from all the other “fun” activities and quadrillion games and hobbies.

The fluff and crunch were never very firmly attached, and "I have a Fireball spell" is not significantly different from "I have a spell that creates a ball of fire" except for nostalgia, which irritates as many as it endears. Having most of the old tricks of the old days is fine, and having spells that create those effects is fine, but making spells the source of effects rather than universal descriptions which are produced by those spells just makes things clumsy and unwieldy.
It’s not “nostalgia” it’s “familiarity”. You’re not nostalgic when you recognise the spell the evil wizard throws at you, you’re familiar with that spell.
After a new player has seen a couple fireballs they don’t need it described again, but will also recognise it by the description. The player know that you need to make a Dex save, how much damage it will cause, and the area it will affects.

Realistically, the player never really need to hear what’s written down in the monster’s stablock. The DM is unlikely to say “the elf wizard uses his burning orb of doom power”. If a DM is describing something that looks and acts like a fireball the players will just assume it is a fireball. Even if the DM is no describing things and is just doing the mechanics, if the power does d6s of fire damage in an area it’s thought of as a fireball and mentally envisioned as a fireball.
So if the name does not matter in play… KISS and just call it fireball.

I don't think that every magic-using monster needs to be a spellcaster. A demon summoning up a ball of fire shouldn't be casting Fireball unless they are ALSO a wizard or whatever. A demon summoning a ball of fire should be summoning a ball of fire in a way that a demon would. It's like if every punch to the face has to be using a monk ability. And, frankly, the lore of the game doesn't explain it all. People are used to it, but it doesn't make any freaking sense with the actual story material in the game. I can't speak much on earlier versions of the games, but 2E and 3E did not have an explanation for why monsters were born with powers that happened to exactly replicate spells. Now if D&D wizards were said to be running around ripping off natural magic instead of inventing their own, that would be one thing, but that's not part of the core lore.
Depends on the monster. Many have a long history of casting spells so it’s just expected. A pit fiend should probably be lobbing balls of fire.
Others… if there’s nothing else going for them, then maybe they could spit fire or summon flame or do crazy things. But if they already have 2-3 cool abilities, defining abilities that may or may not be attacks, it doesn’t hurt to slip in a few spells.

You're better than hyperbole. I'm 100% for the idea of different damage types having their own explicit effects, but even without those "Fire" still means something to the trolls. Moreover, damage spells usually have a rider effect or other special trait that makes them unique beyond the damage. There's nothing special about Fireball that makes it more interesting than a 2d6 30' sphere or a 10d8 10' sphere. Throwing bat poop just isn't that interesting.
It’s only half hyperbole.
Reading through the RPG Shadows of Esteren right now and spells are a list of effect names (humidity, ice, spring, gust, sculpt earth) and the difficulty to cast is based on area, duration, number of targets, and damage. So there are really five different spell mechanics. Variables really.
This is not the first game I’ve seen like this; many other game systems do things very similar.
If there are too many AoE fire spells, if every single fire creature that makes an area fire attack uses a different variant, then fireball means as much as if it were a 3rd Ciricle spell doing 3D10 damage.


Edit: disregard, wrong edition.

Or... is it?
@Jester _Canuck which edition were you talking about when you said:
"Monsters should of course have unique abilities, so long as they're actually unique. The bugbear has an ability that could very well just be Sneak Attack, and the death knight has a renamed fireball."

Is this about 4e or Next?
I was talking about Next. Although, I believe death knights could just cast fireball in earlier editions as well (as well as a few dozen other spells). And checking now, the bugbear has lost the ability I was referring to along the way. Oops. Sorry.

Death knights are actually a good example of my point. They have “Eldritch Fire”, which has the area of fireball and comparable damage to fireball cast as a 7th-level spell. It has half the range, but that doesn’t make it a new spell.
But what does eldritch fire look like? What does it do? Is it a burst of fire or a wave of necrotic energy that bursts into flames? Do creatures just catch ablaze? Is it an exploding ball or a radiating pool of flame or expanding ring of fire?

We have no idea because there is just the mechanical game effect as it pertains to the PCs. Which is fine because adding a descriptive line is needless and wastes space. But this means NAMES are super, super important to monsters. Monster powers need to be descriptive and evocative but also explanatory. Because they’re all the flavour you are going to get. Something like breath weapon might work but panther strike or cunning blow don’t. Which could be problematic in 4e and I’d rather not see it repeated.


Another trope is things man was not meant to know. Which is why I loved the 4e ritual/ordinary breakdown. You learned the rituals.
I love “that which man was not meant to know”. But you can’t just throw it around all the time. You can’t break it out to explain every spellcaster other than you. That’s something you reserve for the really Cthuloid s**t.
If the party is fighting a 10,000 year-old larval mage from antediluvian times then, yeah, the mad scribblings in his spellbook should probably not be read. But if it’s just some punk elf conjurer… his spells should be garden variety.

So tell me. How do we measure the fireball? By radius, or by volume? Will it melt lead things the PCs are carrying, and if so how? We all know what a burst of fire looks like - but fireball itself has been paved over with layers of D&D cruft that means that it's actively harder to work out what a fireball is than what a ball of fire is.


Given that Monster Vault fires the 2e Monstrous Manual for "Best plot hook official D&D monster manual ever" and Nentir Vale then slams the door behind the 2e MM, I'd agree. Then I'd point out that 4e has all this in spades.
I have a fondness for Monster Vault. But its fluff was done in reaction to the 4e books.
I’m less fond about the organization of the MV fluff. While good, it’s not consistent. You have to read the entire entry to find what you’re looking for, as the headings are descriptive not informative. A little more structure would have been nice.

It's not about phenomenal cosmic power off camera. It's about in just about any magic system other than D&D magic being a complex business that takes more than six seconds. A succubus doesn't snap their fingers and cast Charm Person on their target. They seduce them (and have the skills and powers to back this up). What they aren't is Generic Enchantment Magic User #28 using only spells wizards can cast. .
Which is fine if they’re using a special racial ability. If they’re casting a spell then it should act like a spell.

I actually find the 2e lore really frustrating and pointless compared to the 4e lore. It comes with such an absurdly strong implied setting that there are few campaigns I can use it in at all. Unlike the 4e monster lore, which is dedicated to plot hooks and what the monsters motivations are.
I guess we’ll have to agree to disagree. I never got much world lore from the 2e, aside from monsters copied from campaign specific accessories. While 4e monsters never gave me many plot hooks and motivations, mostly just backstory and how the monster fit into the new cosmology.
 

Reading a dozen brand new powers also increases DM prep.
Reading through dozens of monster entries to find powers that synergize well together increases DM prep.
Having to make up a brand new lightning based effect and mechanic also eats prep time when you could just adjust lightning bolt. Otherwise you risk making a power that does something identical to a spell but of lower/higher power. The rules are there for you to use so you don’t need to reinvent the wheel for every monster. (But, if you want, you can choose to make up all new effects and spells with overlap. Just because the game doesn’t does not stop DMs from doing their own thing.)
(1) This assumes I already know Lightning Bolt.  (For real fun, make it an unusual spell like "chaos hammer.")
(2) This assumes the system gives no advice on how to properly balance monster abilities.
(3) This assumes there's a "risk" behind having an appropriately-powered Lightning ability for your monster just because it differs from the PC spell lightning bolt.
(4) "Reinventing the wheel" in this case is as easy as saying, "Range 10, Level+3 vs Reflex, 2d6+Level lightning damage."

As for the rest?  I don't even know where you're coming from, since my experience re: prep time is the polar opposite.  There's not a single time where I've looked at a 4e stat block and said, "Gee, this would be so much easier if they just said 'chaos hammer' and made me look up the spell!"

5e could do something like “you cast a spell. It affects an adjacent creature and does 1d10 damage +2d10/spell level.

“If cast at range or affecting multiple creatures, drop the die size down by one. If both, drop the die size by two.
“You can immobilize by reducing the number of dice by 1, stun by reducing by 2, and paralyze by reducing my 3.”
Reflavour what the spell looks like and the damage type according to preference.

There. That’s the only spell D&D actually needs. A little number checking and fine-tuning and it would be balanced, it prevents quadratic wizards, and doesn’t give spellcasters cooler toys than martials.
But does that make the game better? Not really.
What

The opposite direction, with hundreds of thousands of unique powers has the same effect. It makes the game bland and boring. Because 90% are going to do the same thing: some damage and a little extra side effect.
You can pretty much distill any spell that's simple enough to reasonably include into a monster's combat stat block down to "damage and/or an effect."  Putting it into functional and precise language makes it just that much easier during play.

Yes, there are spells which break the mold (and, for that matter, monster abilities which do).  Mirror Image, for example.  These can be used as appropriate, but "ease in play" is a biggie for me.  If you can't explain it with a few numbers and a sentence or three, leave it out of the stat block, please.

Again, monster abilities that need to be unique should be unique. Of course. But monster abilities that are almost identical to PC powers should just be PC powers.
Which means I need to spend time looking up the PC powers in order to give them to a monster and make sure I'm not accidentally duplicating one.
 


Reading a dozen brand new powers also increases DM prep.

By the three seconds it takes me to read the power. You're straining at gnats here while swallowing camels.

Reading through dozens of monster entries to find powers that synergize well together increases DM prep.

And is entirely and completely unnecessary. Why are we talking about makework again?

Having to make up a brand new lightning based effect and mechanic also eats prep time when you could just adjust lightning bolt.

And that's a straw man. I can write down what a new lightning power does in seconds - I just need to visualise it, and then I use the existing mechanics to write that down. I can do this in less time than it would take to look up Lightning Bolt to see what the entry actually said.

Your argument here is a double loss. If Lightning Bolt is simple then I don't need to look it up, I can just write down mechanics (which is what powers are). If Lightning Bolt is complex then I need to look the thing up rather than just use the mechanics I need. Either way, having to look up Lightning Bolt to say "Line, 6d6 damage, Electrical Damage + Stuff" is longer than jumping straight to the answer.

Otherwise you risk making a power that does something identical to a spell but of lower/higher power.

So? As long as it fits the monster, why is this a problem?

The rules are there for you to use so you don’t need to reinvent the wheel for every monster. (But, if you want, you can choose to make up all new effects and spells with overlap. Just because the game doesn’t does not stop DMs from doing their own thing.)

The thing is firstly that I object on principle to interesting monsters being a subtype of wizard. It makes them all boring - no more alien than Star Trek aliens which are humans with prosthetic foreheads. For this to be done in the monster manual makes it mechanically dull and tedious as far as I'm concerned. Secondly, I don't have to reinvent the wheel - I have a functional design language in 4e and can use that. Thirdly the method you're suggesting has well over a hundred supposedly standardised parts. The one we are using has only a double handful and is still more flexible.

To design 4e monsters you don't need to remember over a hundred pre-packaged effects. You imagine the monster, ask "What would it do" and then write that down using the flexible and powerful RPG design language the game gives you.

No set spells would be easier.

Starting off with "Nothing other than a spell uses spell mechanics" would be a damn good start. Wizards can use set spells. But there's no reason that anyone other than wizards should do this. Ever.

5e could do something like “you cast a spell. It affects an adjacent creature and does 1d10 damage +2d10/spell level.
“If cast at range or affecting multiple creatures, drop the die size down by one. If both, drop the die size by two.
“You can immobilize by reducing the number of dice by 1, stun by reducing by 2, and paralyze by reducing my 3.”
Reflavour what the spell looks like and the damage type according to preference.

Aagggghhhhh!!!!! I've played games with flexible spellcasting. And the one thing that you really really can not afford with flexible spellcasting is to be pedantic. You think that people faff around looking at 4e powers? That sort of modification increases the analysis paralysis exponentially.

The opposite direction, with hundreds of thousands of unique powers has the same effect. It makes the game bland and boring. Because 90% are going to do the same thing: some damage and a little extra side effect.

Fine. Feed the spell books through a shredder. Cut the wizard back to B/X spell levels - and those are all the spells in the game. Because a spell is nothing other than a unique power that can be used only by a wizard (or sorceror).

Powers are inherently more interesting than spells because powers are things that can do the unexpected rather than ending up in the wizard's spellbook.

So. Now we've just established that you find the "Use spells" model boring what is your solution? Because the one you've offered so far has all the disadvantages of the 4e solution and none of the advantages.

If a monster needs to do something cool, by all means GIVE THEM SOMETHING COOL. But that should need to be unique. It should be something impossible to replicate by a class feature. But if it’s just fire damage over an area… call it a freakin’ fireball and save everyone time. If it’s not their A-ability, don’t give it too much thought.

Calling something a fireball does not save everyone time. The only people it saves time for are obsessive D&D wonks who've memorised the effects of fireball by edition and who know which edition they are playing. The average casual player might remember the rules to fireball. They aren't going to remember the rules to Polymorph unless they happen to be playing a druid.

That’s not a story reason, that’s a justification for continuity errors in Xena.
“Magic” in a world should have rules, and all magic should obey those rules.

Only if you want it to turn into technology. Magic should never lead to the PCs being able to say "Magic doesn't work that way". Once it's reached that point it's mundane.

Most of the early 4e monster fluff just fell flat in that regard. It told you what the monster was, but not its place in the larger world. Now, the 3e MM wasn’t much better, often having shorter entries. Both failed compared to the 2e Monsterous Manual.

And the 2e Monstrous Manual fails compared to Monster Vault.

Again, monster abilities that need to be unique should be unique. Of course. But monster abilities that are almost identical to PC powers should just be PC powers.

Monster abilities that are in any way different from PC abilities should not be PC abilities. To do so simply flattens the world and makes it less mysterious and less interesting.

It gives skilled DMs a greater number of choices but without overwhelming as most are not called out and you can run a monster right from the statblock. It moves the extra prep from mandatory to optional.

It gives DMs with one single D&D specific skill a tool to play with. And gets in the way of any who haven't invested in that skill.

It’s not “nostalgia” it’s “familiarity”. You’re not nostalgic when you recognise the spell the evil wizard throws at you, you’re familiar with that spell.

Which means that in the single case of spellcasting evil wizards who are using standard spells there is a point in cross-checking their fireballs against the PCs fireballs. When the Balor starts throwing Standard PC Issue Fireballs that's not a bonus from familiarity, it's just plain blandness. And when the evil wizard throws a non-standard necrotic spell that the PCs would never learn unless they swear their soul to Graz't, that's when things get real.

Which means that of all the spellcasters, the wizard is the only one that gets any real benefit from making sure that the spells match. Clerical empowerment should be by their Gods, not all cloned. Fighters? Have different favourite tricks and different muscle memory - but default patterns that will match up.

Realistically, the player never really need to hear what’s written down in the monster’s stablock. The DM is unlikely to say “the elf wizard uses his burning orb of doom power”. If a DM is describing something that looks and acts like a fireball the players will just assume it is a fireball.

And if the elf wizard is using a burning orb of doom it won't look and act just like a fireball. And still doesn't get named.

So if the name does not matter in play… KISS and just call it fireball.

Or be more creative than to make all your enemies wizards who fireball people.

Depends on the monster. Many have a long history of casting spells so it’s just expected. A pit fiend should probably be lobbing balls of fire.

Indeed they should. But they shouldn't be bog standard wizard fireballs. This just reduces Pit Fiends to the Star Trek Prosthetic Forehead Aliens. I want more out of my pit fiends. I want their magic to be twisted rather than to hire them from Central Casting.

Others… if there’s nothing else going for them, then maybe they could spit fire or summon flame or do crazy things. But if they already have 2-3 cool abilities, defining abilities that may or may not be attacks, it doesn’t hurt to slip in a few spells.

Yes it does. It makes the world blander and the GM's job harder. For literally no benefit.

If there are too many AoE fire spells, if every single fire creature that makes an area fire attack uses a different variant, then fireball means as much as if it were a 3rd Ciricle spell doing 3D10 damage.

Fireball is the wizard's signature fire spell. It isn't the signature fire effect. It is a signature spell of battle wizards. And means a whole lot less if everyone else is using t and it's just the 3rd circle Fire Spell.

Death knights are actually a good example of my point. They have “Eldritch Fire”, which has the area of fireball and comparable damage to fireball cast as a 7th-level spell. It has half the range, but that doesn’t make it a new spell.
But what does eldritch fire look like? What does it do? Is it a burst of fire or a wave of necrotic energy that bursts into flames? Do creatures just catch ablaze? Is it an exploding ball or a radiating pool of flame or expanding ring of fire?

I can tell you one thing. It doesn't just look as if the Death Knight is a wizard wearing a silly skull helmet - which is what making it into a fireball would do. And I can tell you another - if I'm DMing the Death Knight, deciding what it looks like is part of my job. And it will fit the theme of a Death Knight in the way that turning the Death Knight into a wizard clone would not.

Something like breath weapon might work but panther strike or cunning blow don’t. Which could be problematic in 4e and I’d rather not see it repeated.

I've never had this problem in 4e. But this is because I start with my fiction and my world - and look at the world to tell me what's going on and the game mechanics to reflect that. I don't look at the mechanics first and foremost and assume the world is no more interesting than I can fit into a set of standardised mechanics.

You can’t break it out to explain every spellcaster other than you.

Every divine caster? Why not. Each divine caster should get spells from their God. In fact the thing that should make the wizard stand out is that they don't.

If the party is fighting a 10,000 year-old larval mage from antediluvian times then, yeah, the mad scribblings in his spellbook should probably not be read. But if it’s just some punk elf conjurer… his spells should be garden variety.

You've had a problem making things look bland? My 4e game had a wizard drop a scorching burst on a nicely bunched set of PCs last night. And if I was off by 2 damage? Big deal. No one cares. It also had an undying elf throw a golden javelin like a bolt thrower in a straight line, impailing three PCs and five NPCs in a single throw before the ship sailed on.

Which is fine if they’re using a special racial ability. If they’re casting a spell then it should act like a spell.

Which should be an incredibly rare case except for wizards. Even Clerics should not share abilities anything like the amount they do. And wizards should be about secret lore anyway.

I guess we’ll have to agree to disagree. I never got much world lore from the 2e, aside from monsters copied from campaign specific accessories.

All the nonsense about the specific tribal organisations is world specific.
 

For what I would want to see in a new edition, I should never have to wade through this much text for a power I can describe in three lines and a title:

For a level 5 monster:
Incendiary Globe (Fire)
Attack: Area Burst 4 within 120 +X vs. Reflex
Hit: 5d6+Y fire damage

OR

http://www.d20srd.org/srd/spells/fireball.htm

Fireball
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Material Component
A tiny ball of bat guano and sulfur.



--

Notably, the first one takes seconds to write, read, and understand. The latter takes multiple reads.
 

By the three seconds it takes me to read the power. You're straining at gnats here while swallowing camels.



And is entirely and completely unnecessary. Why are we talking about makework again?



And that's a straw man. I can write down what a new lightning power does in seconds - I just need to visualise it, and then I use the existing mechanics to write that down. I can do this in less time than it would take to look up Lightning Bolt to see what the entry actually said.

I had to stop here. Maybe the rest of your answer wasn't similar to those first three answers, but I figure if the first three things you say are such doozies, probably the rest is as well. And, I am not even sure I disagree with your point - just your dismissing someone else's comments like that.

You seem to be assuming people play the game exactly like you play the game, given your dismissive answers. Your assumption is wrong. Some people do read all those entries in a thoughtful manner and it's not mere seconds, they do figure out how they synergize well with each other and what they would conflict with and that does take real time, and then they creating a new lightening effects takes time as well (does it do something special with metal? Does it carry to another player? Does it require a save and if so which save and what DC? What would be immune to this effect?). If you don't play that way, that's fine. But why are you being so dismissive when someone tells you that's how they play?
 
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Not to derail the conversation already going on here, but I'm not sure I get exactly what you mean by #2 (luckily, #s 1 and 3 are very self-evident to me. Mind giving me a very quick rundown?

Mistwell's link I'm sure gives a good description, here's my take:

Bounded accuracy is a design directive of D&D Next that purposely curbs the attack progression of characters and NPCs. There is a slight progression called 'Proficiency Bonus' that is level-based, but it's greatly slowed down from previous editions of D&D (something like +1/5 levels). No class progresses at a faster rate than others, though some classes , including the fighter, get bonuses to attacks to give them a slight edge over other classes. Part of Bounded Accuracy is a hard cap on ability scores, preventing anything larger than a +5 bonus from abilities. So the attack bonus of any character or NPC looks like this:

Proficiency Bonus + Ability Modifier + Magic Bonus

So what does all this mean? Bounded Accuracy has the following benefits:

- Static ACs, attack bonuses dont 'outpace' the ACs of your monsters and NPCs.
- Monsters stay relevant longer. Goblins can hit even high level PCs, and High Level PCs can miss a goblin.
- Magic items represent real advantage, rather than simply being the next step in keeping pace with the defenses, even a +1 weapon is a true treasure that gives you a real advantage against your enemies (whose ACs don't improve)
- There are no huge attack bonus disparities between classes. The fighter hitting, and the Wizard missing, are not foregone conclusions.
- Combat realism. A blinded, bound, prone Fighter is not going to hit an Iron Golem due to his ridiculous to-hit number.
- Magic economy realism. There is no need for a belief-straining 'christmas tree' of defensive magic items to keep pace with high attack bonuses.
- The math stays easy. No more adding 1d20+27 to hit a 39 AC. Perhaps +4 to +12 represents the range of numbers.

I'm sure there are more benefits to Bounded Accuracy others may add. But that's the essence of it.
 

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