Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Why are there Good Monsters in the Monster Manual?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Quickleaf" data-source="post: 8533822" data-attributes="member: 20323"><p>I actually was formulating a more nuanced view than "no stats for good creatures like gold dragons", and I think a design approach that's less universal (while still maintaining stats to fight metallic dragons) would open up space to think about monsters more holistically.</p><p></p><p>A quick example: What if, instead of 4 stat blocks for each metallic dragon type (i.e. Ancient Gold, Adult Gold, Young Gold, Gold Wyrming, Ancient Brass, Adult Brass, etc), there were just 4 stat blocks for ALL metallics. So you'd have Ancient Metallic, Adult Metallic, Young Metallic, Metallic Wyrmling. All that would change are little things like movement types, resistances, breath weapon damage, maybe mention of polymorphing into human form worth a sidebar – but otherwise metallics are <em>really</em> similar.</p><p></p><p>That gives you the stats / verisimilitude / simulationist needs for when combat goes down with a metallic dragon, <em>without </em>going to the excessive stat "explosion" that we see for chromatics (which arguably need better mechanical differentiation, but that's another topic that ENPublishing, MCDM, and others are addressing).</p><p></p><p>Now we've freed up lots of page space to explore non-combat uses of the various metallic dragons, which is how they're more likely to be used at the table (in my experience at least) ...</p><p></p><p>Copper dragons are incorrigible pranksters whose pranks are meant to teach good lessons, right? They're the trickster spirits of dragon-kind. Why not present a handful of pranks that a copper dragon might spring on a party to test their worth for a potential quest, or to see if they're worth being pardoned for some offense, or simply for some comic relief.</p><p></p><p>Gold dragons often have their own massive quests of good, right? Maybe a couple sample quests & a table of "why the gold dragon can't complete the quest itself and needs help of humanoid allies?"</p><p></p><p>At extreme #1 is the traditional D&D route – all monsters have same stat blocks.</p><p>At extreme #2 is the kinda 4e approach – good monsters don't get stats.</p><p></p><p>One way to bridge those extremes is that some monsters – the real nasty villainous sorts & those who often appear as antagonists – deserve more complexity in their stat block. Because they are encountered more often. Because they have suspense/anticipation built up around their nastiness.</p><p></p><p>But other monsters – arguably many good-aligned ones - don't need the same degree of mechanical complexity. And instead their page count should devote equal or greater space (compared to the stat block) to the monster's intended use in negotiation, or whatever other non-combat encounter the designers envision for it.</p><p></p><p>In other words, what's interesting about the gold dragon is NOT its combat stat block, but the way its quest tugs at your heart strings & the twist about why such a mighty dragon needs your help.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8533822, member: 20323"] I actually was formulating a more nuanced view than "no stats for good creatures like gold dragons", and I think a design approach that's less universal (while still maintaining stats to fight metallic dragons) would open up space to think about monsters more holistically. A quick example: What if, instead of 4 stat blocks for each metallic dragon type (i.e. Ancient Gold, Adult Gold, Young Gold, Gold Wyrming, Ancient Brass, Adult Brass, etc), there were just 4 stat blocks for ALL metallics. So you'd have Ancient Metallic, Adult Metallic, Young Metallic, Metallic Wyrmling. All that would change are little things like movement types, resistances, breath weapon damage, maybe mention of polymorphing into human form worth a sidebar – but otherwise metallics are [I]really[/I] similar. That gives you the stats / verisimilitude / simulationist needs for when combat goes down with a metallic dragon, [I]without [/I]going to the excessive stat "explosion" that we see for chromatics (which arguably need better mechanical differentiation, but that's another topic that ENPublishing, MCDM, and others are addressing). Now we've freed up lots of page space to explore non-combat uses of the various metallic dragons, which is how they're more likely to be used at the table (in my experience at least) ... Copper dragons are incorrigible pranksters whose pranks are meant to teach good lessons, right? They're the trickster spirits of dragon-kind. Why not present a handful of pranks that a copper dragon might spring on a party to test their worth for a potential quest, or to see if they're worth being pardoned for some offense, or simply for some comic relief. Gold dragons often have their own massive quests of good, right? Maybe a couple sample quests & a table of "why the gold dragon can't complete the quest itself and needs help of humanoid allies?" At extreme #1 is the traditional D&D route – all monsters have same stat blocks. At extreme #2 is the kinda 4e approach – good monsters don't get stats. One way to bridge those extremes is that some monsters – the real nasty villainous sorts & those who often appear as antagonists – deserve more complexity in their stat block. Because they are encountered more often. Because they have suspense/anticipation built up around their nastiness. But other monsters – arguably many good-aligned ones - don't need the same degree of mechanical complexity. And instead their page count should devote equal or greater space (compared to the stat block) to the monster's intended use in negotiation, or whatever other non-combat encounter the designers envision for it. In other words, what's interesting about the gold dragon is NOT its combat stat block, but the way its quest tugs at your heart strings & the twist about why such a mighty dragon needs your help. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why are there Good Monsters in the Monster Manual?
Top