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J'ai eu de la chance à priori, ce livre ne comporte pas les traces d'humidité comme rapporté par certains utilisateurs pour le PHB, ce manuel ou le DMG (mon DMG contient ces traces par contre, mais au final, rien de trop important/le livre reste utilisable). De qualité équivalente au PHB et DMG, de belles illustrations, des pages agréables à tourner et un contenu assez impressionant.
Le contenu est vraiment nickel, la plupart des monstres disposent d'une illustration et de texte expliquant/racontant leurs us et coutumes dans le monde. De même chaque monstre dispose de son bloc de stats et certains présentent des variations autour du même monstre, augmentant le Challenge Rating ainsi que les skills/"niveau" de ces monstres ainsi que leur aspect.
En l'ayant survolé et utilisé quelques monstres en jeu, ça me donne l'impression d'efficacité globale qui se dégage de la cinquième édition. Je reste un MJ relativement débutant et pourtant avec les livres (en Anglais) je parviens quand même à m'en sortir et mes joueurs semblent s'amuser jusqu'à maintenant.
Si vous voulez des explications sur comment modifier/créer ses propres monstres par contre, ces explications sont dans le DMG, pas dans le Monster Manual. Mais comme la plupart des MJ prennent probablement les trois livres, ça n'est probablement pas dramatique.
Ce manuel est un "catalogue" de monstres à jouer, adapté à la cinquième édition de Donjons et Dragons. Et il le fait bien.
Très beau produit, mais visiblement le stockage laisse à désirer, un coin de reliure corné et pages gondolées. Sans doute le produit a été stocké dans un lieu humide. Malheureusement c'était pour un cadeau, donc difficile de le retourner. Par ailleurs, je me suis fait livrer dans mon relai colis habituel, qui a changé ses horaires d'ouverture. C'est maintenant pire que la poste et donc la dernière fois que j'y mets les pieds.
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Beware, Monsters Inside30 septembre 2014
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The Monster Manual is one of the Dungeons & Dragons fifth edition core rule books. It brings in one of the essential elements of D&D, monsters. You can't help but flip through the pages of this book. The inspiring art and pleasant layout is wonderful. Before the main monster entries start, there are 8 pages devoted to a brief introduction, a description of monster statistics including challenge rating, finishing off with some legendary creature rules. Then the juicy part of the book starts, just over 300 pages of alphabetically organised monsters. Each monster entry is usually accompanied by some awesome art depicting that monster. One aspect that really stands out are the new legendary rules. These rules help legendary monsters, such as dragons, stand out and be more of a challenge, especially in their lair. They are a wonderful addition and will surely create some memorable adventures.
A 25 page miscellaneous creatures appendix contains just under 100 entries. Ape, awakened tree, blink dog, eagle, frog, giant rat, mule, phase spider, swarm of bats, winter wolf and worg are a few examples. The entries follow the same format as used in the appendix at the end of the Player's Handbook, except that for non-mundane animals they also have a short paragraph describing them. This is followed by a 9 page nonplayer character appendix. After a short section on customizing NPCs it contains entries such as acolyte, archmage, commoner, noble and thug. Each entry has a short paragraph describing how that NPC's role fits into the world. A very nice and handy addition.
This book is full of gorgeous content. When not using it to play the game I can see myself lazing on the couch and flipping through its pages. It continues the high standard that this new edition of D&D brings. Highly recommended.
39 internautes sur 42 ont trouvé ce commentaire utile
From fluff to flumph4 octobre 2014
Michael J. Tresca
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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. They're not quite as systematically catalogued as earlier versions, but they're pretty thoroughly explored. Also, dragon spells are optional.
* Goblinoids will kill you: This was a harsh lesson from the D&D Starter Set. Bugbears get surprise attacks that inflicts an additional 2d6 damage if they hit first (surprise or winning initiative), which compounds the awfulness that is being surprised. Goblins can Disengage or Hide as a bonus action. Kobolds have pack tactics that gives them advantage on attack rolls when fighting near their allies. Orcs get a bonus action to move their speed towards a hostile creature. Hobgoblins are like a combination of the bugbear and goblin -- they do additional damage when fighting near their allies.
* Names have been streamlined: No more ogre mages, they're just called oni now. Bar-Igura demons, which apparently were hard to spell for some people, are now Barlgura. Titans are now called empyreans (because I guess titans are associated with creatures even more powerful, if the Tarrasque's title is any indication).
* Odd monsters have been updated: Remember merrow, AKA aquatic ogres? Now they're a unique monster. Piercers are back (having previously been replaced by the darkmantle, who is here too) as larval forms of ropers. Psionic monsters don't have special rules, they just inflict psychic damage. Will-o'-wisps are now undead. Wyverns have hooded heads like snakes (not fond of this change). And most paralyzing effects (carrion crawler, chuul) allow a save every round -- except for the homunculus, who can knock a character unconscious with its poison for up to 10 minutes without an additional save.
* Crazy outsiders are back: There's the obligatory sections on demons and devils, with lots of fluff about how they work but not a lot of mechanics (possession? demon amulets? Make it up DM!). But there's also a bunch of guys from the original Fiend Folio and Monster Manual II who are back and better than ever: gith, modrons, slaads, and yugoloths. Welcome back guys, we missed you.
* Unloved misfits are back too: A lot of monsters that were in the original Fiend Folio are also back: aarakocra, giant bat, bullywug, blood hawk, bullywug, death dog, death knight, drow, ettercap, flumph, grell, grimlock, hook horror, kenku, kuo-toa, lizard king, mephit, ogrillon, quaggoth, revenant, scarecrow, and shadow demons.
* Throw out your miniatures: There are miscellaneous creatures in the appendix, including mundane animals and not particularly special monsters like axebeaks and dire wolves. It also includes every critter renamed "monstrous" in 3.5 with their names changed back to their original roots as "giant." This means there's much less variation in the monster sizes -- no colossal centipedes (that size doesn't even exist in 5th Edition anymore). Giant spiders and giant lizards are now large. Flesh golems are medium. Bone devils have wings again. Glabrezu are now large. As a result, many D&D miniatures no longer accurately represent their monsters.
* And NPCs too: There are 21 NPCs of varying levels as filler. There's not a lot of flexibility here in how the characters are created -- it's more like "name level" characters from AD&D in which you pick a character name and that vaguely represents his or her power level (so a "veteran" is more powerful than a "thug," a "cultist" is weaker than a "cult fanatic," and an "acolyte" isn't as powerful as a "priest"). There's some stuff to work with here, but the building blocks of characters won't be available until the Dungeon Master's Guide.
This Monster Manual is the crowning achievement of all the monster manuals that have gone before. From the artwork to the random quotes about each monster to the curious arcane details about the monster ecology, this manual knows that what makes a good monster book is one that strikes a balance between stat blocks and story. The 5th Edition Monster Manual isn't perfect, but it comes awfully close.
43 internautes sur 50 ont trouvé ce commentaire utile
A straightforward Good/Bad review30 septembre 2014
- Publié sur Amazon.com
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. However, from experience, I know that sometimes this can end up not being something the PC's will notice, since looking at things in a vacuum removes them from the context of the situation at hand, and for a DM, this design could actually be perfect. I like how 5E gives you just what you need, and does subtle things to enable you to do far more with it than 3E seemed to want you to do, but in a much more straightforward way without the clutter of 4E. This is not really a dig on 3.X or 4E. It's just a highlight of how GOOD 5E is. - Construction-wise, i found the index page to feel like it was glued poorly. It bends awkwardly when opened and doesn't lay flat. I knock a star off for this. 5/5 means perfect. This was near perfect, but not perfect, so 4/5.
Overall: Recommended for people playing D&D 5E. But then again, if you're playing 5E you pretty much need it, so buy it. Buy it from your Friendly Local Game Store if you can afford to!
5 internautes sur 6 ont trouvé ce commentaire utile
Monstrously Good2 octobre 2014
- Publié sur Amazon.com
Briefly, it is fantastic. However, I wish they would have had another index separated by CR, in addition to the alphabetical index provided. I suppose one could create a spreadsheet easily enough, but still! I agree with another reviewer about the questionable binding/glue on the index. After my Player's Handbook fell apart after 1 month, I find this disconcerting (even though Amazon will replace it for free if needed). Although I LOVE the humanoid templates at the end, I wish they had provided templates for playing monsters as characters for some of the more appropriate creatures like Centaurs, Deep Gnomes, Duergar, etc. I will say that Duergar seem a bit overpowered for their CR and would probably need some nerfing as a character (resistance/advantage against poison, charm, spells, illusions, oh my!). Fifth edition really does feel like they have finally gotten the equation of balance worked out.
Despite my minor gripes, it's nearly flawless. If you are a DM and have tried 5E and like it, this book is a no-brainer, and this is coming from a player perspective. I mostly bought it because I'm working on a full-on character generator and needed this to figure out favored enemies and ranger bonus languages, plus I was hoping to add some of the monster races/creatures for future characters to use (negatory on that last hope). If you never DM, then it is probably best if you do NOT buy this book, as it helps deter metagaming if you haven't memorized the monster stats.
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Top Notch Monster Manual!2 janvier 2015
Thomas O. Morrison
- Publié sur Amazon.com
I am an old school D&D gamer/Dungeon Master who cut his teeth on the 'Red' basic set and then moved into "Advanced Dungeons and Dragons" (1st ed.), all the while trying other stuff like Star Frontiers and I.C.E. By the time 2nd edition came out, I had moved on. Just recently, I decided to get back into it and started up a 1st edition campaign. As the new 5th edition material came out, I bought them initially 'out of curiosity' and have now started a 5th edition campaign. I may move exclusively into 5th edition because of the common sense ideas, ease of play, and stunning packaging. Having the basic set of rule for 5th edition available on line for free makes it easy for new players to prepare before committing to buying anything.
That said, I have to say that I love the "Monster Manual". The artwork is amazing and each monster pretty much gets its own page, with loads of details in an easy-to-read format. In the back of the book is a section of creatures that are not as much monster as wild animal or giant-sized animal and then a section of sample NPCs. In each case, the information presented is easily usable "as is" or in a modified form. I find the information throughout the book easy to reference and access.
From a nostalgic point of view, I still love the 1st editions of Monster Manual, Monster Manual II, and the Fiend Folio for their diverse artwork (some good and some not so good) and background information. The 5th edition is much more consistent in terms of information presented and quality of artwork. First edition had a lot more monsters, but the 5th edition ones are the ones you'd actually use frequently. In essence, this one book serves me just as well as those three volumes did.
Overall, my advice to older gamers who'd think they like to maybe get back into it - start here with the 5th edition. The three core books (PHB, MM, DMG) are superb in presentation and in content. New gamers? In my opinion, the 5th edition is very easy to jump into and have fun with. Start here!