This is slightly off-topic but these kinds of videos make me chuckle because people keep attacking the symptoms of D&D (and its ilk) and try to fix them (which they really can’t without making the system unrecognizable), instead of determining the root cause, which is the system itself.
Listen to this video carefully and you’ll hear multiple admissions how D&D is clunky in many areas. Youtube is filled with similar videos where people try to streamline monsters, encounters, treasure, NPCs… You name it. And these people have a huge following.
Back to the topic at hand: I’d say this is unnecessarily complex for ICRPG. @James_Horn Your example is great but there are 10 actions with different rules and conditions listed there. This is way too complicated I’d say. Maul action depends on both claw attacks succeeding. Bear Slam depends on distance, Retaliate depends on enemy’s distance etc. Checking conditions each round and each hit is cumbersome.
Just give a monster 4-5 different actions (for example), and rule that only two of them can be used during its turn and the rest can be used only on somebody else’s turn (1 action/turn). This can be very interesting and way simpler.
I’m not saying you can’t do something like this, but is there really a good reason for all this complexity?
It can be argued that since this is a single monster, it can be very complex and I would accept that. But it will still slow down the game. What I’m saying is that the same effect can be created with something that is simpler.