Designing a new motherfucking monster manual.
While I'm still on the fence of whether players should have universal spell lists (like in 3E) or class-unique power lists (like in 4E) as both systems have their advantages, I'm firmly of the opinion that monsters should draw all or nearly all of their powers from a universal list.
So. Some design principles.
1)
Monsters should have universally worse powers than a player. This is to prevent stupidity like eladrin NPC wizards having better At-Wills than a PC one. It breaks suspension of disbelief that someone else has access to a power that will always be better than what a PC will get, no matter how hard they try. And if a PC still insists on learning the Dragon's Breath spell that some loser fairy sorcerer casts, they only get to have the improved Dragon's Breath spell available to PCs.
2)
Tags in conjunction with generic powers will be used as much as possible. Seriously, the monster powers in even 4th Edition take up too much space. Here's what I mean.
1st Level Wizard: Lightningball: Standard Action. Ranged 10 Burst 1. +4 / 2d6+2 lightning damage vs. Reflex. Slows enemy on a hit for one turn. Recharges 4-6.
9th Level Sorcerer: QuickMindBlizzard: Move Action. Ranged 25 Burst 2. +12 / 4d6+8 ice damage vs. will. Slows enemy on a hit (save ends). At-Will. If the enemy targeted is a cold-blooded creature, they are also weakened (save ends).
No. Here's how it should be. In the back of the monster manual, there's a basic template for a power called Ranged Burst. The Ranged burst power says that it's At-Will, targets reflex, and is a standard action. Enemies whose powers deviate from this will be tagged. For example:
1st Level Wizard: Lightning ball. +4 / 2d6+2. Ranged Burst 10. [Lightning] [Slows 1] [Recharge 4-6]
9th level Sorcerer: QuickMindBlizzard. +13 / 4d6+8. Ranged Burst 25. [Cold] [Slows S] [vs. Will] [Move-Action] If the enemy targeted is a cold-blooded creature, they are also weakened (save ends).
3)
Signature monster powers that a wide variety of critters use often but aren't really different from all that other don't need to be generically statted. You can seriously just have an entry in the back of the book that says 'Desecrate' or 'Anti-Magic Field' or 'Plane Shift'. 3E's system of having a list of spell-likes a monster uses is actually really helpful and convenient...
if you know what the spell-like abilities do. Otherwise it's just extra flipping. So instead of having like 4 different Evil Eye writeups, just write fucking one of them and have the four monsters refer to that one power. And in the future you can have more monsters that use that power and you can have players go 'oh yeah, I know what that does'.
4)
Still continue to give monsters wild and woolly powers that don't fit the mold. Writing up the rust monster's power just isn't worth the time even though we'd miss it if it wasn't there. Just write their power up normally even if it takes extra space. If done properly, it will give a monster character that's just lacking in a lot of monster books.
But seriously, like 75% of monster abilities follow a template. And rather than pretending that the template doesn't exist, you can save space, make life easier for the DM, and increase system mastery.
5) With all that space you're saving,
write decent prose detailing the monsters. While honestly the gelatinous cube doesn't need more than a paragraph or two saying what it does, if the goblinoids get less than two pages dedicated to a generic overview of their biology and culture then that is a travesty.
But don't put the damn monster writeup next to the stat block. That shit is distracting and makes it harder to search for the specific monster you need. Make it completely separate. When you're trying to pull out monsters on the fly, you don't have time to read the flavor text; it's just unneeded in those situations.
6)
Monster roles were actually a damn good idea. 4E kind of sucked at its implementation because its exception-based design principles make the monster roles too ephemeral beyond 'artillery = shooty, solider = melee ass-kicker, everything else in the air!'. But they're actually really helpful for DMs who haven't memorized the entire monster manual. So throw them in.
7) Hardcore heresy time.
Monster artwork? Put it all in the monster stat blocks. Seriously. The monster entries should pretty much be pure text except with a picture now and then to break up the monotony. Why?
When you're casually reading through the monster manual to get a better idea for its culture or to build an adventure, you have time to flip back to the stat block to see what it looks like. So there's no need to have the pictures right there.
But when you're a DM already at the table trying to pick out a monster on the fly, people do not have time to flip back to the prose space and read what the monster does then go back to the stat block and plop it down. If a DM is in that much of a hurry for a monster then the deciding factor should be because it looks cool after deciding that its stats are appropriate.
So, got all that? Here's what our monster manual, which will be 250 pages, should look like.
- Cover page with kick-awesome artwork of the signature monster. The 4E Monster Manual I and II are the only ones in which I can tell you what's on the cover without looking. Because the person who decided on these covers had good taste.
- Credits.
- Table of contents.
- Player races.
- The monster flavor text. This should seriously read like a section of an encyclopedia. I should be able to look up 'demon' and get a good idea of the demon divisions, what they want, and their common traits. And to encourage people to pick up monster manuals, this section should also have writeups for player-races, too. This means that humans and warforged should get a damn entry. This should be 30% of the book.
- Monster advancement, monster tweaks like giving a monster a new power or making them stronger/weaker, blurbs explaining things like alignment, terrain, etc. This doesn't need more than 5-6 pages.
- The actual monster stat blocks. This should be 35% of the book.
- The list of generic and uncommon powers for monsters. This should be the rest of the book except for the index, so about 30%.
- List of monsters by challenge rating/role.
- Back cover with a kick-awesome picture of another monster.
75 pages to have monster statblocks doesn't seem like a lot, but trust me, it's a LOT if you use your space efficiently.