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What do you want from the Monster Manual?
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<blockquote data-quote="Keldryn" data-source="post: 5911374" data-attributes="member: 11999"><p>I apparently need to spread XP around first, but this. A thousand times this.</p><p> </p><p>Yes. If I need the full write-up for a monster while running the game, I can always open up a <em>Monster Manual</em>. Even relatively straightforward monsters in 3e can be summed up fairly concisely:</p><p></p><p>Orc (HP 5; AC 13, touch 10; Speed 30'; Melee +4, Dmg 2d4+4, Saves Fort +3, Will -2; Listen/Spot +1)</p><p></p><p>I cut out anything that I don't need to know to run the majority of encounters with an orc. I pretty much only need to know hit dice in order to figure out hit points. Flat-footed AC is the same as the base AC. Reflex save is 0. Orcs have darkvision and light sensitivity and I can remember that. If if comes up that I need to know their ability scores, I can look it up pretty quickly, or just make a good guess.</p><p></p><p>In 4e, this is much more difficult to do, other than for minions. A simple monster with only one unique attack "power" might work okay, but even orcs and goblins get multiple attack powers, triggered actions, and such.</p><p> </p><p>Complex monsters -- no matter which edition -- always need more space than that. As DM, I can't deal with too many complex monsters in one combat. Even running combat encounters with orcs and goblins in 4e gives me a headache, as I'm always forgetting things that they can do.</p><p></p><p>AD&D and BECMI D&D stat blocks are generally lightweight enough that I only need to glance at the summary while running the game. 4e stat blocks take an active effort to parse (and keep triggered actions and auras in mind) and slow me down.</p><p></p><p>Exactly. And a DM with a bit of experience can make such modifications in a matter of seconds <em>while running the game.</em> </p><p></p><p>Combat encounters are always going to run a bit more smoothly when everything is prepped and written down in advance, no matter which edition. The beauty of the pre-3e monster stat blocks was that a DM could throw together an encounter on the fly when necessary without slowing down the game to a crawl. </p><p></p><p>Less time to prep beforehand, less time to read and easier to scan when running the game.</p><p></p><p><strong>As for what I want from the 5e Monster Manual:</strong></p><p></p><ul> <li data-xf-list-type="ul">artwork for each monster</li> <li data-xf-list-type="ul">a short description of each monster, suitable for reading aloud to players</li> <li data-xf-list-type="ul">monsters built as monsters, not using the same rules as PCs</li> <li data-xf-list-type="ul">monsters should have ability scores for skill checks or when situations arise that make use of them, but don't apply modifiers to AC, hit points, etc. If a monster is quick, bake it into the AC.</li> <li data-xf-list-type="ul">simple variations of monsters don't need full, complete stat blocks. If an orc chief has +10 hit points, +2 to attacks, +2 to AC for better armor, then just say that.</li> <li data-xf-list-type="ul">don't use unique, custom "powers" for every monster just because you can. If a monster's attack works exactly the same as a <em>magic missile</em>, just say so and include an abbreviated description: Range 110', auto hit, 1d4+1 force damage. Note any differences, whether functional or flavor-wise.</li> <li data-xf-list-type="ul">include enough flavor text to be able to place the monster in a fictional context. The 3e Monsters Manuals were decent for this, as is the 4e Monster Vault. I liked the "what you know" by skill DC lists in the 4e Monster Manuals. Some of the 2e monster entries went overboard with this and it was obvious that they were trying to fill space.</li> <li data-xf-list-type="ul">don't give common monsters an overly-complicated design, such that scribbling down a few notes about a monster becomes impractical. I don't want to have to print out stat blocks because writing out everything I need to know would take too long.</li> </ul></blockquote><p></p>
[QUOTE="Keldryn, post: 5911374, member: 11999"] I apparently need to spread XP around first, but this. A thousand times this. Yes. If I need the full write-up for a monster while running the game, I can always open up a [I]Monster Manual[/I]. Even relatively straightforward monsters in 3e can be summed up fairly concisely: Orc (HP 5; AC 13, touch 10; Speed 30'; Melee +4, Dmg 2d4+4, Saves Fort +3, Will -2; Listen/Spot +1) I cut out anything that I don't need to know to run the majority of encounters with an orc. I pretty much only need to know hit dice in order to figure out hit points. Flat-footed AC is the same as the base AC. Reflex save is 0. Orcs have darkvision and light sensitivity and I can remember that. If if comes up that I need to know their ability scores, I can look it up pretty quickly, or just make a good guess. In 4e, this is much more difficult to do, other than for minions. A simple monster with only one unique attack "power" might work okay, but even orcs and goblins get multiple attack powers, triggered actions, and such. Complex monsters -- no matter which edition -- always need more space than that. As DM, I can't deal with too many complex monsters in one combat. Even running combat encounters with orcs and goblins in 4e gives me a headache, as I'm always forgetting things that they can do. AD&D and BECMI D&D stat blocks are generally lightweight enough that I only need to glance at the summary while running the game. 4e stat blocks take an active effort to parse (and keep triggered actions and auras in mind) and slow me down. Exactly. And a DM with a bit of experience can make such modifications in a matter of seconds [I]while running the game.[/I] Combat encounters are always going to run a bit more smoothly when everything is prepped and written down in advance, no matter which edition. The beauty of the pre-3e monster stat blocks was that a DM could throw together an encounter on the fly when necessary without slowing down the game to a crawl. Less time to prep beforehand, less time to read and easier to scan when running the game. [B]As for what I want from the 5e Monster Manual:[/B] [LIST] [*]artwork for each monster [*]a short description of each monster, suitable for reading aloud to players [*]monsters built as monsters, not using the same rules as PCs [*]monsters should have ability scores for skill checks or when situations arise that make use of them, but don't apply modifiers to AC, hit points, etc. If a monster is quick, bake it into the AC. [*]simple variations of monsters don't need full, complete stat blocks. If an orc chief has +10 hit points, +2 to attacks, +2 to AC for better armor, then just say that. [*]don't use unique, custom "powers" for every monster just because you can. If a monster's attack works exactly the same as a [I]magic missile[/I], just say so and include an abbreviated description: Range 110', auto hit, 1d4+1 force damage. Note any differences, whether functional or flavor-wise. [*]include enough flavor text to be able to place the monster in a fictional context. The 3e Monsters Manuals were decent for this, as is the 4e Monster Vault. I liked the "what you know" by skill DC lists in the 4e Monster Manuals. Some of the 2e monster entries went overboard with this and it was obvious that they were trying to fill space. [*]don't give common monsters an overly-complicated design, such that scribbling down a few notes about a monster becomes impractical. I don't want to have to print out stat blocks because writing out everything I need to know would take too long. [/LIST] [/QUOTE]
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