Minggu, 23 November 2014

Monster Manual – September 30, 2014


Monster Manual (D&D Core Rulebook) Hardcover – September 30, 2014

Author: Visit Amazon’s Wizards RPG Team Page | ISBN: 0786965614


Monster Manual – September 30, 2014

RPG Tabletop Game Monster Manual http dnd wizards com products digital games pcmac dd neverwinter 1995 2014 Wizards of the Coast LLC Dungeons Dragons Dungeon Master 39 s Guide Roleplaying Game Core just do not like the rule set The book is beautiful as Monster Manual D D Core Monster Manual 2 A 4th Edition D D Core Rulebook 4 th Edition D D 4E Monster Manual pdf 85 30 Mb 4th Edition D D 4E Dungeon D amp D and some other RPGs September 29 2014 Dungeon Master 39 s Guides Miscellaneous Monster Manual 3 5 Hardcover A 4th Edition D D Core Rulebook D D Monster Manual 2



  • Series: D&D Core Rulebook

  • Hardcover: 352 pages

  • Publisher: Wizards of the Coast; 5th edition (September 30, 2014)

  • Language: English

  • ISBN-10: 0786965614

  • ISBN-13: 978-0786965618

  • Product Dimensions: 8.6 x 0.8 x 11.2 inches

  • Shipping Weight: 2.8 pounds (View shipping rates and policies)

  • Amazon Best Sellers Rank: #152 in Books (See Top 100 in Books)
    • #1 in Books > Science Fiction & Fantasy > Gaming > Dungeons & Dragons

    • #54 in Books > Teens




The Monster Manual has been reviewed in-depth by several sources already, but I received my comp copy from Wizards of the Coast a little late (I’m sure it was just an oversight…) so I’m only just now getting to my own review of the world’s most famous tome of monsters — with the exception of The Monster Book of Monsters from the Harry Potter universe. Good news: The Monster Manual will not try to eat you. It may try to eat your players however.

* Keeping it simple: The first rule of The Monster Manual is that it’s not going to try super hard to encompass every single variant of every single monster. Is a monster proficient with its weapons (page 9)? Yeah, sure. Are we going to list its armor and equipment? No we’re not, and who would want stinky monster equipment anyway? This fits nicely with 5E’s approach of keeping things simple.


* High fantasy with a touch of humor: The artwork ranges from high fantasy-style watercolors to little sketches and doodles. There is no joy quite like seeing an otyugh galumph along at high speed (page 8), its tentacles streaming behind it like a dog’s ears. Also, all the women are clothed, including repeat offenders like the marilith, dryad, and succubus (an entire film has been dedicated to the teenage boy fantasies ignited by the sight of a naked succubus in the original Monster Manual).


* Legendary monsters: Many of the monsters are reimagined, and others have been given a place as legendary monsters that change the terrain and have special powers in their lair. Aboleths, beholders, demiliches, mummies, unicorns, vampires, and dragons among others. Also, the tarrasque.


* We call it Dungeons & Dragons for a reason: Dragons take up a large chunk of the book, as well they should.


The Good:
- A lot of monsters, and all the classics
- More, better organized info about each monster, and like literally EVERY MONSTER. 4E’s MM has way too little, and 3.x’s MM had uneven amounts of information.
- Drop-And-Go NPC’s. Several pages of humanoid NPC’s in the back of various CR’s, all grouped up conveniently.
- 24 PAGES of miscellaneous animals and creatures. These are the types of things that just claw-claw-bite, and don’t have a pathos or special abilities.
- Way better layout than previous editions. They more or less kept it to a monster a page. It feels much more like the sort of whimsical bestiary you’d see in a fancy wizarding movie or cartoon.
- Down-N-Dirty explanation of anything a DM would need to know about monsters, making the book function entirely on its own. They repeat only what’s necessary in the intro section
- Not a bunch of non-info pages/advertisements in the back. Open the back cover and there’s the Index.
- Awesome Cover. Nice and thick, very high quality feeling.
- The art is incredible. I know this seems like an afterthought, but the art really is fantastic and expressive. 4E’s art often looked overly animated or cartoonish, and 3E’s art often looked like something out of a field guide book. Neither of these are inherently bad, but the 5E MM strikes a balance that hits a sweet spot.


The Bad:
- Owlbears look dumb now. This is important. 3E Owlbear or GTFO
- Mechanically, inside a vacuum, just from looking, I feel like I want some of the more challenging monsters to just do more. There seems to be some mechanical redundancy.





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