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93 of 98 people found the following review helpful:
3.0 out of 5 stars
Decidedly Ambivalent, July 13, 2006
This review is from: Monster Manual IV (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (v. 4) (Hardcover)
I bought this book like a good lil consumer the day it came out. Not to say there aren't good things about it, but it leaves me wanting more and frankly wishing I had waited to purchase it.
The Good: Knowledge check tables. This is pretty much the most common use of knowledge skills in games I've played in or ran, and something like this was sorely lacking in previous Monster Manuals. Excellent addition.
New Monsters. What new monsters there are are pretty nice. There's a share of generic gobbledigook, to be sure, but things like the Deathdrinker Demon and Justice Archon are just (my apologies in advance) friggin' rad.
The Bad: Enemies with class levels. There are listings for monsters we already know. Why you may ask? Well now they have multiple versions with a variety of class levels. A lot of which don't make sense. Drow ninja? Ok the ninja class SORTA fits drow, but not the standard D&D campaign flavor. Githyanki blackguard? But githyanki don't revere any deities...puzzler.
The Ugly: The new stat block. I'm sorry, I've TRIED to use this thing, but after 6 years with the old organization old habits die hard. Not to mention many key pieces of information are missing or poorly placed, including environment and Level Adjustment. I mean sure, the justice archon is awesome, but what if my paladin wants it as a cohort? Thanks for nothing WotC! Also the general format is in disarray. It's often hard to tell just what monster you're LOOKING at, because the names are in smaller type and not eye-grabbing. The one-page per monster format from the MMIII (and of course all previous editions) has been woefully eschewed as well.
I guess in the end we can't have our cake and eat it too, or so WotC seems to be telling us. You can have cool monsters, an easy to read format, and knowedge check info. Pick two. If they ever venture a MMV, I want the knowledge checks from MMIV, the one page per creature style of MMIII, and the sense of necessity of the original MM. Who's with me?
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15 of 15 people found the following review helpful:
3.0 out of 5 stars
Too much non-Monster material which should have been elsewhere, July 26, 2006
This review is from: Monster Manual IV (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (v. 4) (Hardcover)
The latest in the Monster Manual series, the fourth (or fifth, if you count the Fiend Folio) is a departure from the classic listings of the previous books. The book includes a number of new monsters, as one would expect.
For each monster, the book includes a number of additional features. Sample encounters and lairs provide a quickly inserted monster feature, and each monster also includes a block of Lore, so that GMs can provide PCs relevant info without spoiling too much. The monster stats are provided in the New encounter-based layout, rather than the format used in the previous books.
Unfortunately, the additional material means there are far less monsters in this tome as compared to the other ones. To make matters worse, a number of familiar monsters - mostly humanoid races - are revisited, providing several advanced versions to such favorites as Drow, Githyanki, Orcs and Gnolls. This drops the effective monster count even further.
Any experienced GM can either create such advanced monsters themselves, or have a library of useful references to help (such as Dungeon magazine). The sample lairs are likewise only really useful for one encounter (per gaming group), and then you're in reruns. Do we REALLY need more sample drow encounters and foes?
The new stat blocks are also cumbersome, and I prefer the original ones. Granted, the new ones are designed to ease encounters. But there is something to be said for consistency, and I would rather see the encounter-based stat blocks for encounters only, and the original stat blocks for the monster listings.
The lore blocks are a nice touch. It would be nice if WotC provided stat blocks for all previous Monster Manual critters. However, the difficulties for the stat blocks are based upon the monster's CR, not their relative rarity. So a PC would have more knowledge of the Clockwork Mender (a new CR 1/2 monster that's from Mechanus) than a common troll or ogre.
As far as the monsters themselves go, we have a horde of new dragonspawn from Tiamat. These are interesting, but only really useful in a dragon-based campaign. There are a few new clockwork creatures, demons, and yugoloths, and some interesting new creatures such as the Zern. And of course there are the Skiurid - evil dark squirrels.
While the sample encounters and advanced (classed) humanoids are a nice body of work, they do not belong in a Monster Manual. I would much rather have this material in a new Book of Lairs series (hint hint), or have Dungeon magazine provide it in their pages as Side Treks. Otherwise its a waste of pages.
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11 of 12 people found the following review helpful:
2.0 out of 5 stars
Look at the numbers, August 3, 2006
This review is from: Monster Manual IV (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (v. 4) (Hardcover)
First let me say, I fell for it; I went out and bought MM4 without really looking at it. It's my own fault and I'll be sure to take my time with anything else coming out. This, for me, is a pretty big downer. There's a few decent critters in here but the majority of it, I probably won't use. Second, I looked and comparedthe numbers from this book to the others, here's a rundown: Pages refer to the actual monster text, no appendix, glossary, or 'how to use this book' pages.
MM1 - 205 monster text pages which includes 394 monsters, this includes the subtypes such as individual giants, dragons, golems, etc.. but each deserves their own entry. Keep in mind this is also all the normal beasts of the wild like bears, whales, big cats, snakes, spiders, etc; as well as the dire versions of many animals and subtypes of lycanthropes (werewolf, bear, boar, rat, etc - which should have their own entry).
MM2 - 200 pages with 136 monsters, including subtypes (giants, dragons, trolls, etc - again deserving of the entries)
MM3 - 197 pages with approximately 142 monsters, not including subtypes
Fiend Folio - 187 pages with 112 monsters
heck even MC: Monsters of Faerun softback has 85 pages with 151 monsters (approx 140 without subtypes)
Rundown for MM4: 192 pages, 110 'monsters' of which only 51 are head entries, meaning the other 59 are subtypes of the head monster.
There are 35 pages devoted to 'Spawn of Tiamat' which includes approx 14 monsters that are dragon-related. (that's almost a 1/5 of the book)
6 pages of Avatars of Elemental Evil?!
45 pages are for subtype/class of previous monsters such as ogres, orcs, gnolls, yugotoths, etc. (Did we really need these? Didn't we learn how to level up and specialize monsters in previous books?!)
11 pages contain 'sample lairs' of which 9 of those take up 1/3 of a page or are full pages.
That's 97 pages right there, people. Over half the monster text of the book!
As for the entries themselves - the new stat block arrangement is changed and is quite messy as all the previous books are done in the same pattern. This one jumps off on its own and looks horrible and not fun to use on the fly. Missing from the stat block is the "Climate/Terrain", you now have to read into the ecology sub-topic to find that out. Included in the monster descriptions are 'sample encounters' and 'typical treasure' for each monsters - this sucks, it's a big waste of space and is nothing but filler. I don't mind the ecology part and the 'knowledge vs' checks could be useful for player knowledge but take up a lot of space too. There's also a filler section for each monster on how these fit into Faerun and Eberron, if you can't do that on your own, leave the game.
Overall, there are a few cool new monsters but in general, this book eats it. Unless you really really have to have that Spawn of Tiamat or can't sub-class your orcs and gnolls, you're just as well to skip this book and save yourself the $35. WotC really jumped the shark on this one, folks.
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