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What would you put in monster manual 2?
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<blockquote data-quote="Saeviomagy" data-source="post: 6836209" data-attributes="member: 5890"><p>1. "generic monster templates" for those bag-of-hitpoints and one special ability monsters that seem to plague these books. Pick an XP amount, pick 1-3 special powers, spit out the monsters. Feel free to add some huge random ecology tables as well. I think this would give the best bang for buck by far.</p><p></p><p>2. A table of "monster abilities that synergise" so I can put together interesting encounters on the fly. 4e had some very effective monster teamups, and I'd like to see that continue.</p><p></p><p>3. High level monsters with interesting suites of powers, because there are never any good ones. Also more this is more fuel for 2.</p><p></p><p>4. A selection of monsters that are so big that walking up to them and punching their foot won't kill them, so they come with maps.</p><p></p><p>5. More crippling effects, less "things that can be cured with greater restoration". I don't mind things that can be cured, just not ones that require my party run with one of 2 classes to do it.</p><p></p><p>6. Some complimentary and well put together spell lists for NPCs.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6836209, member: 5890"] 1. "generic monster templates" for those bag-of-hitpoints and one special ability monsters that seem to plague these books. Pick an XP amount, pick 1-3 special powers, spit out the monsters. Feel free to add some huge random ecology tables as well. I think this would give the best bang for buck by far. 2. A table of "monster abilities that synergise" so I can put together interesting encounters on the fly. 4e had some very effective monster teamups, and I'd like to see that continue. 3. High level monsters with interesting suites of powers, because there are never any good ones. Also more this is more fuel for 2. 4. A selection of monsters that are so big that walking up to them and punching their foot won't kill them, so they come with maps. 5. More crippling effects, less "things that can be cured with greater restoration". I don't mind things that can be cured, just not ones that require my party run with one of 2 classes to do it. 6. Some complimentary and well put together spell lists for NPCs. [/QUOTE]
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What would you put in monster manual 2?
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