I’m feeling reflective. Let’s reflect on some design elements from D&D 4E that definitely shouldn’t have been left out of 5E that can definitely make you a better monster builder.
I know you should never give an opinion about an ex- in a public forum, but it’s been six years now since I broke up with 4th Edition and it’s time to talk about why our relationship had to end.
If you didn’t like what I had to say about combat NOT being too easy D&D (specifically, that you might not be a good DM), you’re going to hate what I have to say about combat moving too slow in D&D. Hint: you still might not be a good DM.
GMs often complain that D&D is too easy and it isn’t threatening enough. But that’s because GMs are dumb.
Crit systems – you know, critical hits and fumbles – are ubiquitous. You can’t get an action RPG without them anymore. But they are actually kind of stupid and out of place in most games. Why do they persist? Do you have to have one? And what’s the best way to handle it?
Is a morning star (a) a big spikey club, (b) a ball-and-chain, (c) the planet venus, (d) the devil. The answer is: all of the above.
In the final part of The Angry Guide to Kicka$& Combats, let’s actually build some combats? How about four different combats? Just to show you how it’s done.
In Part 2 of the Angry Guide to Kicka$& Combats, learn the ABCs of Combat design, which are not as easy to remember as you might think.