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Why Monsters, and Why So Many?
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Are you asking why there are so many *kinds* of monsters, or why monsters appear so frequently in the campaigns you've played in?It's kind of a mixed bag question. But the big question is why is there such a huge emphasis on monsters in the first place? There are a ton of monsters in all editions of d&d, so why aren't there monsters discussed in Tolkien by the characters like this? There were a few, and either a large creature from the depths of hell that only struck one place, a giant spider who was content to be in her home and not be bothered by Hobbits, and an army of orc/goblin hybrids. In a d&d game, we are supposed to be attacked by several monsters, all different types, at any given time.
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It's kind of a mixed bag question. But the big question is why is there such a huge emphasis on monsters in the first place? There are a ton of monsters in all editions of d&d, so why aren't there monsters discussed in Tolkien by the characters like this? There were a few, and either a large creature from the depths of hell that only struck one place, a giant spider who was content to be in her home and not be bothered by Hobbits, and an army of orc/goblin hybrids. In a d&d game, we are supposed to be attacked by several monsters, all different types, at any given time.So I guess that's actually several questions, and they each have different answers. **Why does combat feature heavily in D&D?** It doesn't. Or at least, not necessarily. How much or little it features is dependent on your DM. **Ok, so why has it *historically* been featured heavily?** Because of D&D's lineage. The game evolved mechanically from wargames, where combat was the whole thing, and thematically from works like Conan the Barbarian and Tolkein, where fighting monsters featured prominently. **Why so many types of monsters, then, if works like The Hobbit only had a half dozen or so?** Because The Hobbit is a single story, whereas D&D is a framework for creating lots of stories. Maybe one short campaign or a campaign arc has as many monsters as a Tolkein story, but then you go on to the next arc, the next campaign, and you need something new. You can obviously recycle lots; orc bandits are different from orc soldiers are different from orc cultists. But with (tens of?) thousands of games going on continuously, year after year, there's always a demand for new content to slot in, and monster design is often a handy thing for DMs to outsource. Hence, there are a lot of kinds of monster because there is demand for them.
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It's kind of a mixed bag question. But the big question is why is there such a huge emphasis on monsters in the first place? There are a ton of monsters in all editions of d&d, so why aren't there monsters discussed in Tolkien by the characters like this? There were a few, and either a large creature from the depths of hell that only struck one place, a giant spider who was content to be in her home and not be bothered by Hobbits, and an army of orc/goblin hybrids. In a d&d game, we are supposed to be attacked by several monsters, all different types, at any given time.I think the simple answer is that DnD is a game focused on combat, so it'll have a lot of cool hostile creatures, while Lord of the Rings is focused on exploration and drama, so it'll have a lot of cool places and friendly creatures. But when I compile a mental list of all the fights in LotR + The Hobbit, they do feature quite a varied assortment of monsters. Trolls, orcs, spiders, a dragon, a balrog, wargs, nazghuls, ringwraits, wights, the watcher, olifants. Then there are the non-hostile monsters like ents, eagles, ghosts, and shape-shifters. So I'm not sure the enemy variety in DnD is that much greater in relation to the amount of time spent fighting.
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Gygax died in 2008, Arneson died in 2009, I don't know how many of their cohort have gotten cancer or heart attacks or other stuff that generally get listed as "natural causes" on a coroner's report. We are slowly losing that first generation of gamers who had to argue at length whether players should be allowed to read the rules, whether players should choose their character's race and class, and whether they should roll their own dice.
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> Attempting to make a monster for literally every situation is how AD&D ended up with the Monstrous Compendium’s fifteen volumes and appendices, so in reality the Monster Manual is an exercise in restrain I love the strange monsters from AD&D. Its fun to see how weird they got. I am a big fan of having lots to draw on for inspirationAgreed. It's why I have all of Kobold Press's supplemental monster books. Variety is the spice of life, and I'm constantly trying to find ways to make combat more engaging than just slugging it out with my players. Quirky stat blocks help me come up with scenarios.
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Agreed. It's why I have all of Kobold Press's supplemental monster books. Variety is the spice of life, and I'm constantly trying to find ways to make combat more engaging than just slugging it out with my players. Quirky stat blocks help me come up with scenarios.Supplement books or make your own monsters. I love making a custom monster. I had really fun encounter with a custom ooze that could use engulf as a legendary action. Fun to have it chase the players around the map
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Assuming they started in the crib, yes. If you were about 10 like in stranger things, that’s 60’s/70’s.
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I've mostly read the new PHB, but I feel like the clarity of the updated rules make it obvious how needlessly confusing much of original 5e was. Sure, charging full price for what is mostly rephrasing and polish does feel a bit rich. But refusing to give the new edition it's own damn name makes my blood boil. Trying to explain to my players that while most parts of fifth edition is compatible with fifth edition, some parts of fifth edition is actually not compatible with fifth edition, has significantly shortened my life span.I just explain it as "LOL zombie apocalypse werewolf destroys your character if it puts them at zero hit points ... but 2024 5e thinks it's fine because they removed all its resists and regeneration". Or "It's a Carrion Crawler, failing one saving throw means you are permanently afflicted ... yes you get a new save every six seconds, but you automatically fail it forever".
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I was watching some RPG YouTube, and of course there was talk about Monsters. And with the recent OMG CONTROVERSY with the newest Monster Manual, I got to thinking about something that is more inherent in D&D and in fantasy games in general, why so many monsters? I've played various other games, and read many books, watched many movies, but it seems that fantasy games, with D&D leading the charge, seem to have more monsters than any other medium in the genre, or other genre's in particular. So yeah, why are there so many monsters?Harold "Wisconsin" Johnson is the answer to your question. Actually got to meet him this past Sunday in Lake Geneva, WI at the "Dreams and Nightmares" Convention put on by the Wisconsin Historical society. Also got to meet Tom Wham, who is the original artist for many creatures in the original Monster Manual including the Beholder. Wisconsin Johnson was hired to to be an editor of the original first edition books. His degree from Northwestern University is listed as a BS in Biology. What that doesn't tell you is he minored in European and Eastern history. He has extensive knowledge of European, Middle Eastern, Sumerian and Asian mythologies. He used that knowledge to add to the AD&D compendium. He drove a lot of design and content in the 1e days at TSR as he was promoted very quickly after he was hired. Also, there is a AD&D Monster Manual II that is even larger than the original. As to why he is called "Wisconsin Johnson". He loves to wear hats, especially at conventions so that people could find him. He settled on wearing a Fedora exactly like Indiana Jones wore. Someone even called him "Indiana Johnson", but Harold stated emphatically that he was from Wisconsin. So the moniker Wisconsin Johnson was born. Yes, he was wearing his Fedora this past Sunday at the convention I attended.
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I just explain it as "LOL zombie apocalypse werewolf destroys your character if it puts them at zero hit points ... but 2024 5e thinks it's fine because they removed all its resists and regeneration". Or "It's a Carrion Crawler, failing one saving throw means you are permanently afflicted ... yes you get a new save every six seconds, but you automatically fail it forever".I actually do not miss the powerful save-or-suck mechanics as "roll the dice to see if you get to keep playing" is more randomly punishing than fun IMO. But getting rid of damage type resistance doesn't make any sense, as that's one of the few ways weapon choice actually matters! Giving monsters better initiative seems like a good idea, because otherwise they risk dying without getting to actually do much. Making creatures like Gith and Gnoll, Aberrations and Fiends etc. makes sense, and gives a bit more meat to the creature types. But having them not be humanoids also seems really weird. Either they should be both, or "humanoid" should be renamed. So it really seems like a mixed bag to me. Good well implemented ideas, good poorly implemented ideas, as well as oversimplifications.