grodog
Should be playing D&D instead
Another good piece by Prince, examining the design trends for enemies/monsters over time/editions: https://princeofnothingblogs.wordpress.com/2025/11/08/on-enemy-design/
A few quick thoughts:
- high-volume (tribal) monster encounters in the wilderness seem to have dropped out after 1e (perhaps after 2e??)
- 3.x/d20 also introduced (I believe) the templates taxonomy too, which further exacerbated the proliferation of dumb monster designs, both in terms of creatures that shouldn’t have ever been templated, and the inane combo templates (half-undead, half-golem, etc.)
- NPC encounters aren’t really addressed in the post (and the excessive insanities of building high-level NPCs is what finally drove me away from 3.x BITD), but play a significant role in 0e and 1e, in both dungeon and wilderness encounters (as well as urban, of course)
- filling in missing gaps/niches for monsters is definitely part of the design process: I looked at the cleanup crew and that inspired my “messing up” crew counter monster (the dust ghost), and added another cleanup crew creature that drains casters (silver filament slime); Tony Rosten similarly created the Naamah (a greater devil) because few to none of 1e’s existing monsters alter PC alignments
I’m also curious where folks fall on the “at-will abilities” interpretation spectrum (a review in Huso’s blog at https://www.thebluebard.com/blog/high-level-play-part-2-mechanics) since I see such powers as one of the primary threats to high-level PCs—along with MR, +3 or greater weapons to hit, very high intelligence, etc.
Allan.
A few quick thoughts:
- high-volume (tribal) monster encounters in the wilderness seem to have dropped out after 1e (perhaps after 2e??)
- 3.x/d20 also introduced (I believe) the templates taxonomy too, which further exacerbated the proliferation of dumb monster designs, both in terms of creatures that shouldn’t have ever been templated, and the inane combo templates (half-undead, half-golem, etc.)
- NPC encounters aren’t really addressed in the post (and the excessive insanities of building high-level NPCs is what finally drove me away from 3.x BITD), but play a significant role in 0e and 1e, in both dungeon and wilderness encounters (as well as urban, of course)
- filling in missing gaps/niches for monsters is definitely part of the design process: I looked at the cleanup crew and that inspired my “messing up” crew counter monster (the dust ghost), and added another cleanup crew creature that drains casters (silver filament slime); Tony Rosten similarly created the Naamah (a greater devil) because few to none of 1e’s existing monsters alter PC alignments
I’m also curious where folks fall on the “at-will abilities” interpretation spectrum (a review in Huso’s blog at https://www.thebluebard.com/blog/high-level-play-part-2-mechanics) since I see such powers as one of the primary threats to high-level PCs—along with MR, +3 or greater weapons to hit, very high intelligence, etc.
Allan.