D&D General Why do good monsters exist, from a game design standpoint?

Libertad

Legend
For the purposes of this thread, I’m referring to monsters that are of good alignment as the default, as opposed to being potentially good. Blink dogs, flumphs, and the like. Most monsters are either neutral or evil, which makes sense given the implicit assumption in most campaigns that the PCs aren’t the villains and makes it easier to justify dungeon-crawling when the inhabitants are a threat to wider society. But while rare, there have been a few good-aligned monsters throughout D&D’s history.

They often serve to help worldbuilding, particularly in regards to verisimilitude. Such as angels being the servants of benevolent deities and the cosmic counterbalance to demons and devils, and why the Material Plane hasn’t been overrun with fiends. Or having close ties to the good-aligned PC races, like Giant Eagles being common allies of elves.

But what role are good-aligned monsters meant to have when it comes to game design? One could argue that they serve as allies to the party, particularly when viewed in the case of summoned monsters, but that set of spells hasn’t been universal throughout Editions. And in regards to the more explicitly powerful entities like ancient metallic dragons, storm giants, and solar angels, they can become a minor version of the Elminster Problem where one asks why they haven’t gotten around to dealing with some problem or other that the PCs must handle. Another argument I’ve heard is that they can be an alternative set of antagonists in campaigns where the PCs are evil-aligned or otherwise morally compromised, but evil campaigns tend to be rather rare. And the amount of good-aligned monsters that exist typically aren’t large enough to match the versatility and scale of the rest of the monster manuals.

So, what purpose do you think good-aligned monsters serve from a mechanical standpoint? I’m eager to hear people’s thoughts.
 

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Part of it is, as you said, being able to find allies when in need. Many of the monsters that come from myth and legend are benevolent in the stories. Couatl and bakhu (?- benevolent Indian creature ) come to mind; at least non-hostile if not actually helpful. They also give the princesses a break from being the rescued party.
 


For the purposes of this thread, I’m referring to monsters that are of good alignment as the default, as opposed to being potentially good. Blink dogs, flumphs, and the like. Most monsters are either neutral or evil, which makes sense given the implicit assumption in most campaigns that the PCs aren’t the villains and makes it easier to justify dungeon-crawling when the inhabitants are a threat to wider society. But while rare, there have been a few good-aligned monsters throughout D&D’s history.

They often serve to help worldbuilding, particularly in regards to verisimilitude. Such as angels being the servants of benevolent deities and the cosmic counterbalance to demons and devils, and why the Material Plane hasn’t been overrun with fiends. Or having close ties to the good-aligned PC races, like Giant Eagles being common allies of elves.

But what role are good-aligned monsters meant to have when it comes to game design? One could argue that they serve as allies to the party, particularly when viewed in the case of summoned monsters, but that set of spells hasn’t been universal throughout Editions. And in regards to the more explicitly powerful entities like ancient metallic dragons, storm giants, and solar angels, they can become a minor version of the Elminster Problem where one asks why they haven’t gotten around to dealing with some problem or other that the PCs must handle. Another argument I’ve heard is that they can be an alternative set of antagonists in campaigns where the PCs are evil-aligned or otherwise morally compromised, but evil campaigns tend to be rather rare. And the amount of good-aligned monsters that exist typically aren’t large enough to match the versatility and scale of the rest of the monster manuals.

So, what purpose do you think good-aligned monsters serve from a mechanical standpoint? I’m eager to hear people’s thoughts.
I tend to think of them as being a monster-based challenges where fighting the monster possibly creates a moral conundrum, and therefore you have to negotiate or outsmart the monster in order to pass it. For instance, a gynosphinx is not evil, but it is not simply going to give up the secrets of whatever location it guards to the PCs. It will need to be convinced somehow. A blink dog carrying a key around its neck to a locked tower that wants to play a game of tag with the PCs first. Stuff like that.
 
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In addition to everything everyone has written above, I'll also add: they make great "traveling merchants."

Roll up their treasure as normal, add a few potions and scrolls, and you have their shop inventory. The gold and coins in their treasure hoard? That's their till for buying all the stuff that the heroes want to sell. For roleplaying, give them three rumors to share with the party (two true, one false), and maybe a plot hook (a thief is on the loose, watch out for a monster over the next hill, meet me back in town for a job, etc.) Presto, you've got a 30-minute distraction that can advance the plot and make the world feel more vibrant and complete...instead of a one-hour combat scene that does nothing of the sort.
 
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It is fun to build and "stat up" things. This game is a hobby. Even if we aren't expected to fight them, it is still fun be able to say a solar would kick a storm giant's butt. Also, sometimes you need to sneak past them.
 

They provide variety. Sometimes the monsters are good. This doesn't mean they won't attack you sometimes, maybe even as often as evil monsters. They might not know the PCs are good after all (if they even are).

To expand on this, it's also to force the players to provide variety. If all monsters are evil, then the players become hammers searching the world for nails. Variety on as many axes as possible is how you encourage characters to be a full toolbox who think about multiple options and solutions.
 


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