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What do you want from the Monster Manual?
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<blockquote data-quote="Leatherhead" data-source="post: 5904229" data-attributes="member: 53176"><p>If I were making my dream monster manual It would go something like this.</p><p></p><p>For the "normal monsters" like kobolds and orcs and owlbears and gelatinous cubes:</p><p></p><p>Enough (meaning as many as it takes for them to get every level covered) pages of "blank" level x monsters, each blank comes in one of various different flavors; The Muscle, The Sneak, The Caster, The Shooter, and "elite" variations of each. Each blank comes with pre-programed attacks and whatever special powers they need to fill that role (like a fireball spell) This can be shoved in an appendix if they need to.</p><p></p><p>A different appendix will cover themes. The short of it would be "This a fire cult, they are bad dudes who like to burn everything. If you want to make a monster a member of the fire cult, dress them up in orange robes and give them one of these powers."</p><p></p><p>Under each monsters individual listing I want a raw block of racial stats and attacks/powers to plug into those blanks. And like 4 example monsters at their typical encounter level, just enough material to cover one page, or a page and a half if needed. I'm aiming for one minute monster making here. Or a few clicks if you are using a builder program. </p><p></p><p>The individual listings will have all fluffy goodness of how those monsters typically act in a living world. A reference number to any popular themes for the group (or to integrate other monsters into this group) It would also have a nifty meta-box with a few paragraphs of developer commentary with stuff like how to use them, or memorable games featuring the creature. And a nice picture to top it off. This should also take up one to a page and a half of space.</p><p></p><p>"Special" monsters, like beholders and dragons, would have to be done in less of an assembly line fashion. Mostly because they are supposed to be powerful and capstone encounters, and as such they need to be more fine-tuned.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 5904229, member: 53176"] If I were making my dream monster manual It would go something like this. For the "normal monsters" like kobolds and orcs and owlbears and gelatinous cubes: Enough (meaning as many as it takes for them to get every level covered) pages of "blank" level x monsters, each blank comes in one of various different flavors; The Muscle, The Sneak, The Caster, The Shooter, and "elite" variations of each. Each blank comes with pre-programed attacks and whatever special powers they need to fill that role (like a fireball spell) This can be shoved in an appendix if they need to. A different appendix will cover themes. The short of it would be "This a fire cult, they are bad dudes who like to burn everything. If you want to make a monster a member of the fire cult, dress them up in orange robes and give them one of these powers." Under each monsters individual listing I want a raw block of racial stats and attacks/powers to plug into those blanks. And like 4 example monsters at their typical encounter level, just enough material to cover one page, or a page and a half if needed. I'm aiming for one minute monster making here. Or a few clicks if you are using a builder program. The individual listings will have all fluffy goodness of how those monsters typically act in a living world. A reference number to any popular themes for the group (or to integrate other monsters into this group) It would also have a nifty meta-box with a few paragraphs of developer commentary with stuff like how to use them, or memorable games featuring the creature. And a nice picture to top it off. This should also take up one to a page and a half of space. "Special" monsters, like beholders and dragons, would have to be done in less of an assembly line fashion. Mostly because they are supposed to be powerful and capstone encounters, and as such they need to be more fine-tuned. [/QUOTE]
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What do you want from the Monster Manual?
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