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What's the quintessential D&D monster?
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<blockquote data-quote="spunky_mutters" data-source="post: 1234678" data-attributes="member: 5426"><p>Rust Monster. Like green slime and a lot of other quintessential D&D monsters, it's a puzzle and a monster. The first time you meet it you get royally screwed. You need to figure out how to work around the rust attack to get it. Since it's low level and not as lethal as green slime, it's one that pops up whenever the DM feels like being a tool. The Beholder is this philosophy gone over the top.</p><p></p><p>[hijack class="nostalgic rant" style="droning" /]</p><p>But it is quite hard to pick. So many monsters just say D&D for me. But last night I was thumbing through the monster manual and I was struck with the number of monsters that just don't have the right feel. I guess it depends on your introduction to D&D, and every book has crappy monsters, but I can't figure out why they selected some of the ones they did over the gems they left out.</p><p></p><p>Skum - ? - Yet another aquatic humanoid. They have nothing distinctive about them, except for the Aboleth connection, and the fact that they're Aberrations rather than monstrous humanoids. With Kuo Toa, Locathah, and Sahuagin around there is no reason to have these guys in there.</p><p></p><p>Phantom Fungus - Maybe it's just the picture, but having fungus with teeth just seems wrong.</p><p></p><p>Tojanida, Ravid, etc. </p><p></p><p>I love the Monster Manual, but it feels like there are so many monsters that just shout D&D for me that were left out in order for these tepid creatures I'll probably never use to be included. </p><p></p><p>I have to imagine they were balancing # of monsters/CR/Environment/Type, but it still seems wrong that something like Thri-Kreen don't make it in, but the Skum do.</p><p></p><p>(I am glad that they recovered stuff from OD&D, the Aranea was one of my first encounters, as X1 was my first RPG experience). </p><p>[/hijack]</p></blockquote><p></p>
[QUOTE="spunky_mutters, post: 1234678, member: 5426"] Rust Monster. Like green slime and a lot of other quintessential D&D monsters, it's a puzzle and a monster. The first time you meet it you get royally screwed. You need to figure out how to work around the rust attack to get it. Since it's low level and not as lethal as green slime, it's one that pops up whenever the DM feels like being a tool. The Beholder is this philosophy gone over the top. [hijack class="nostalgic rant" style="droning" /] But it is quite hard to pick. So many monsters just say D&D for me. But last night I was thumbing through the monster manual and I was struck with the number of monsters that just don't have the right feel. I guess it depends on your introduction to D&D, and every book has crappy monsters, but I can't figure out why they selected some of the ones they did over the gems they left out. Skum - ? - Yet another aquatic humanoid. They have nothing distinctive about them, except for the Aboleth connection, and the fact that they're Aberrations rather than monstrous humanoids. With Kuo Toa, Locathah, and Sahuagin around there is no reason to have these guys in there. Phantom Fungus - Maybe it's just the picture, but having fungus with teeth just seems wrong. Tojanida, Ravid, etc. I love the Monster Manual, but it feels like there are so many monsters that just shout D&D for me that were left out in order for these tepid creatures I'll probably never use to be included. I have to imagine they were balancing # of monsters/CR/Environment/Type, but it still seems wrong that something like Thri-Kreen don't make it in, but the Skum do. (I am glad that they recovered stuff from OD&D, the Aranea was one of my first encounters, as X1 was my first RPG experience). [/hijack] [/QUOTE]
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