seankreynolds said:Here are my concerns about the revised mummy.
1. The hit dice have gone up. That means that any existing adventures that say "The evil high priest has two bodyguard mummies (42 hp)" are suddenly dealing with a much more powerful encounter. This means the revision isn't as compatible with 3.5 as we're told.
2. If the hit dice go up, the CR should probably go up. If the CR goes up, it means all mummy-based ELs go up as well, which throws existing material out of whack (and could easily kill parties appropriate for the old challenges but not the new ones).
3. If the CR _doesn't_ go up, it makes the cleric's turning even less effective than it is now. For example, a 3.0 mummy has 6 HD and is CR 3, which means the 3rd-level cleric in the party has to roll--assuming no bonuses--a 19 to turn the mummy (which gives a result of "cleric's level +3"). With this revised mummy, if the CR doesn't change, the clr3 has _no_ chance to turn the mummy because the best result he can get is "cleric's level +4" ... which is less than the mummy's 8 HD. Already turning is a non-option at higher levels (since the undead's HD increase faster than the CR of the undead), this just makes it happen sooner.
4. (Not so much a concern as a mild complaint.) While I can see the merits of showing what a with-class-levels version of a monster looks like, the game rules already show you how to do this so it's not like this is anything innovative ... nothing a DM couldn't already do. IMO it would have been better to present additional abilities for advancing it as a monster, or perhaps a template.
5. These changes to monsters require playtesting to check their power level and determine if the CRs change (we already know that monsters are going to have their skill & feat progression changed from 3.0, which means that even monsters that aren't changed as much as the mummy will require playtesting). Yet we were told that the proposed revised metamagic rules were dropped and the current rules left in because there wasn't enough time to playtest them adequately (the concern was that the new system was too powerful). So that means there _is_ time to playtest 300+ monsters, but not time to playtest 9 metamagic feats, which doesn't make sense ... and concerns me.
Why does that not make sense to you? They had a finite amount of time and labor and chose to focus on something (monsters) that were considered a higher priority than metamagic feats, which only operate for some characters. And saying its like testing only 9 feats is pretty disengenuous; metamagic feats have a wide number of repurcussions on the use of dozens of spells which have much wider variability in their effects than weapon focus. You dissappointed me with your analysis of the Mystic and you are doing so again with me here...
