Professor Phobos said:Oh no!
A game that encourages imagination?! What ever will we do!
Sorry for the sarcasm, but I can't help but feel a little...puzzled, by the attitude that GMs have all these rigid limitations to what they can do. In the olden days, and in every other RPG on the market, a GM was supposed to come up with new stuff all the time. It was expected.
As for the other side of the debate- if a monster ability doesn't come up in combat, why even bother to stat it out at all? If you want a dragon to be able to, I dunno, create mountains or something, just say it can do that.
JohnSnow said:Bronze and brass were fine for legacy value...but that's about it.
Zarathustran said:I've looked at the same information and come to the opposite conclusion.
I *prefer* monster stats to be limited solely to combat stats. That way, I can--within the rules--give my monsters whatever noncombat abilities I wish.
If I want a standard orc to also be a master craftsman with a +20 Blacksmith check, I can.
If I want a Dragon to be a dullard bully with a zero ranks in any social skills, I can.
In 3E, neither of those would be possible. In order to "earn" the required skill points, that blacksmith would have to be advanced with HD and class levels, which would add unwanted HP, BAB, Saves, and other nonsense. The Dragon would have to have a humongous penalty to Int and Cha, or suffer some kind of curse, of something.
It seems like 4E is going toward giving monsters what they *need*--combat stats--and leaving the noncombat bits intentionally vague, for DMs to fill in as the adventure warrants.
I realize that 3E had rule zero, and certainly DMs can (and have) been improvising since the dawn of time. My point is that 4E seems like it's going to explicitly encourage such improvisation. The tone seems to be "This monster has these combat stats, but it fills whatever noncombat story role you as DM require."
Kamikaze Midget said:I'm going to need to know what the monster is doing in the world, in the woods, in this neighborhood, what it's doing interacting with the PC's, what it's dreams and goals are, what it's life is like before it meets the PC's, and what it will be doing when they are gone.
Wormwood said:Since removing racial gods was the *first* thing I did in my initial 3e homebrew, that's another point in the '4e looks like my house rules' column.
Monkey Boy said:Hold on a second - 3 of those gods are racial specific. Grumush, Correleon and Moradin. I'm coming to the thread late but I would guess the halflings will get their own god too (the Raven Queen?) I haven't read the book but I would be surprised if worshipping Grumush was a logical possibility for the human in the party.
Looks to me like they have kept quiet a few racial specific dieties which I don't mind.
Kamikaze Midget said:I want RULES. "Make Stuff Up" is a profoundly crappy rule.
The DM can do whatever the heck he wants.
This has always been ESPECIALLY true with monsters. No part of 3e or any other edition prevented you from having an orc or a dragon like you describe, and many, many parts actually encouraged it.
Good. I want more info on these Primordials, though.wartorn said:Inahbitants include: Primordials, Elementals, Efreet, Djinn, Demons, Slaads, Titans, Githzerai
The City of Brass is mentioned as a location of note
Closer to their original names and, hopefully, closer to their original concepts. Does anyone know if they'll have the correct number of limbs this time?wartorn said:Mezzoloths and Nycaloths are now Mezzodemons and Nycademons (of which the first is confirmed to be in the Monster Manual)
Asmodeus, a deity? The devil, you say... :\wartorn said:The pantheon mentioned is: Bahamut, Vecna, Avandra, Zehir, Ioun, Pelor, Tiamat, Gruumsh, Lolth, Corellon, Moradin, Kord, Bane, The Raven Queen, Asmodeus, Torog
That's a positive step.wartorn said:The gods are less connected with Race

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.