robertliguori
First Post
We have seen it said several times that PCs and NPCs/monsters will be generated using different rules in 4E. In particular, we have seen references to simplified monster generation, where DMs will be able to simply pick a set of attributes for a monster to serve as an encounter (or part of an encounter).
Now, it is possible that the dev team is putting as much thought into making this secondary character-generation system as balanced as the PC system. However, the odds of this are extremely low; the entire motivation given for the simplified system is that various other attributes are not required to model the NPC/monster's interaction with the party. This may even be true. However, what happens when the PCs appropriate the ability for themselves?
It is a fundamental truth of an organic game world that if an ability is possessed by a defeatable NPC, it is usable by a PC. In 3.XE, we have monsters with level adjustments, allowing us to enter play directly with abilities possibly considered outside the scope of general adventuring (such as incorporeality, in the case of ghost PCs). We have necromancy, which enables us to make use of stripped-down versions of the creatures we encounter. We have charm and compulsion magic, rules for domestication, illusion magic to fool a creature into using their abilities as we desire, and spells to conjure various creatures into being to use their abilities for us. When all of these fail, we have the direct method of simply negotiating with the creature, either with our skills or at the point of a sword.
It is almost certain that 4E has stripped the majority of the above methods of appropriating inappropriate monster powers from the game universe. However, where mechanics fail, roleplaying can serve in their stead; the options of diplomacy and intimidation will necessarily remain. And what then? What happens when the PCs decide "Oooh! That duegar wizard can summon earth elementals for extended periods of time! Let's keep him around to use as a siege weapon the next time we need to break down a castle wall!" It is possible, of course, to modulate this, either by declaring that all creatures with arbitrarily powerful abilities will never choose to use them for the PCs gain, and will automatically see through any schemes designed to target their wrath against the PC's enemies. Needless to say, however, this will require both massive houseruling, and declaring that monsters and NPCs wildly change their motivations to prevent the PCs from gaining advantage. One can also add limits to the arbitrary abilities. But if you are going to stop to consider what limitations you need to build into monster abilities to prevent PCs from making use of them, why not just start with the PC build rules and save yourself some time?
The example monsters we have seen do not yet appear to have abilities that would easily cause horrible breakage if the PCs can somehow gain access to the ability. However, the design philosophy of monsters-as-single-encounters and not as agents of the world makes it all the more likely that such abilities, and the means for PCs to gain access to them, will be discovered once 4E is released proper.
Now, it is possible that the dev team is putting as much thought into making this secondary character-generation system as balanced as the PC system. However, the odds of this are extremely low; the entire motivation given for the simplified system is that various other attributes are not required to model the NPC/monster's interaction with the party. This may even be true. However, what happens when the PCs appropriate the ability for themselves?
It is a fundamental truth of an organic game world that if an ability is possessed by a defeatable NPC, it is usable by a PC. In 3.XE, we have monsters with level adjustments, allowing us to enter play directly with abilities possibly considered outside the scope of general adventuring (such as incorporeality, in the case of ghost PCs). We have necromancy, which enables us to make use of stripped-down versions of the creatures we encounter. We have charm and compulsion magic, rules for domestication, illusion magic to fool a creature into using their abilities as we desire, and spells to conjure various creatures into being to use their abilities for us. When all of these fail, we have the direct method of simply negotiating with the creature, either with our skills or at the point of a sword.
It is almost certain that 4E has stripped the majority of the above methods of appropriating inappropriate monster powers from the game universe. However, where mechanics fail, roleplaying can serve in their stead; the options of diplomacy and intimidation will necessarily remain. And what then? What happens when the PCs decide "Oooh! That duegar wizard can summon earth elementals for extended periods of time! Let's keep him around to use as a siege weapon the next time we need to break down a castle wall!" It is possible, of course, to modulate this, either by declaring that all creatures with arbitrarily powerful abilities will never choose to use them for the PCs gain, and will automatically see through any schemes designed to target their wrath against the PC's enemies. Needless to say, however, this will require both massive houseruling, and declaring that monsters and NPCs wildly change their motivations to prevent the PCs from gaining advantage. One can also add limits to the arbitrary abilities. But if you are going to stop to consider what limitations you need to build into monster abilities to prevent PCs from making use of them, why not just start with the PC build rules and save yourself some time?
The example monsters we have seen do not yet appear to have abilities that would easily cause horrible breakage if the PCs can somehow gain access to the ability. However, the design philosophy of monsters-as-single-encounters and not as agents of the world makes it all the more likely that such abilities, and the means for PCs to gain access to them, will be discovered once 4E is released proper.