D&D (2024) What would you like to see in the new Monster Manual (2025)?

Is there a reason why they shouldn't be? Other than slight differences? How often is the mod going to come up vs the save? Realistically, how often is a monster doing a skill check, and even aside from that, how often should the monster's ability be demonstrably different than the save?

It seems like unnecessary complexity for little gain.
There should be a difference between mod and save, cause pure mod won’t keep up at later levels for lots of things.
 

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There should be a difference between mod and save, cause pure mod won’t keep up at later levels for lots of things.
for a monster do they need to keep up? the Save is at the right value for a creatures CR, we dont really need to know the base value of a mod just the information relevant to play (which might include ways to alter CR and thus saves)
 

for a monster do they need to keep up? the Save is at the right value for a creatures CR, we dont really need to know the base value of a mod just the information relevant to play (which might include ways to alter CR and thus saves)
It matters if we need to know if they roll with or without the proficiency bonus. I believe personally it's info that should be there.
 


to me it feels more like a vestige from the war game origins of the hobby than anything else. I didn’t use it when it existed and I am not missing it either.

That does not mean enemies will always fight to the death, only that this is a more individual decision than morale was
I miss morale.
 




Look at their actions. How many list only basic attack there, done.

Let's pull a completely random monster: https://www.dndbeyond.com/monsters/16913-griffon

Without the monster name there, there is nothing there that would say 'oh yes, that's a griffon alright' - it could be any flying thing.
Got it. So you want the griffon to have a specific griffon attack, like grab and drop or bloody beak or something like that. An attack that does something specific. Like bloody beak might yank a piece of armor off, thus lowering the AC of the player by 1 or 2 for each successful attack. Maybe something like that?
 

Got it. So you want the griffon to have a specific griffon attack, like grab and drop or bloody beak or something like that. An attack that does something specific. Like bloody beak might yank a piece of armor off, thus lowering the AC of the player by 1 or 2 for each successful attack. Maybe something like that?
Exactly. Preferrably something that isn't just a rider on each of their basic attacks, but perhaps even has a condition that the players can try to prevent from happening.

Whether that's a BODY SLAM if any two people are next to each other, or a single-use SUPERSONIC SCREAM if three people are in a cone (which it will automatically do to try to disrupt a caster's concentration, so it can also be triggered early to get it out of the way).

Easy stuff to make them unique.
 

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