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4th Edition and the Immortals Handbook
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<blockquote data-quote="GQuail" data-source="post: 3713874" data-attributes="member: 30709"><p>At a guess: you could have a monster class called "Ghost", which gives the same powers. It's basically the same thing as a template, but comes with certain advantages. (like being able to better handle lesser and greater versions: no need for seperate tempaltes for things like Vampires of differing age categories) Comparable to monster classes perhaps?</p><p></p><p></p><p></p><p></p><p>I find them useful, but I think the main advantage of "monsters as classes" is going to be for CR calculation when upping HD. As it stands, HD are a mixed bag: it's a bit wonky when you try to up a Wight, a Kobold and a Succubus by HD alone. But if they come with monster classes which work to the same scale as player classes.... well, OK, classes still aren't equal, but none are as unequal as Dragon HD vs Fey HD! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p></p><p></p><p></p><p>Again, I think the "class" aspect will just break it down easier for things like LA. Orcs and Goblins I agree are simple: but if they can make playing thigns like Half-Dragons, Satyrs or Ogres simpler, I'd be all for it.</p><p></p><p></p><p></p><p>Considering how far it was into 3.X until we got true Epic support, and that we know basically next to nothing about even 1st level 4th Ed play, I don't think they'd have said anything useful. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p></p><p></p><p></p><p>"Payment at the end" may not be a total cripple, but I agree it's a bit of a pest. As for Dicefreaks, I don't go there often, but it does look like more a bunch of crunch-fiends than arty types.</p></blockquote><p></p>
[QUOTE="GQuail, post: 3713874, member: 30709"] At a guess: you could have a monster class called "Ghost", which gives the same powers. It's basically the same thing as a template, but comes with certain advantages. (like being able to better handle lesser and greater versions: no need for seperate tempaltes for things like Vampires of differing age categories) Comparable to monster classes perhaps? I find them useful, but I think the main advantage of "monsters as classes" is going to be for CR calculation when upping HD. As it stands, HD are a mixed bag: it's a bit wonky when you try to up a Wight, a Kobold and a Succubus by HD alone. But if they come with monster classes which work to the same scale as player classes.... well, OK, classes still aren't equal, but none are as unequal as Dragon HD vs Fey HD! :-) Again, I think the "class" aspect will just break it down easier for things like LA. Orcs and Goblins I agree are simple: but if they can make playing thigns like Half-Dragons, Satyrs or Ogres simpler, I'd be all for it. Considering how far it was into 3.X until we got true Epic support, and that we know basically next to nothing about even 1st level 4th Ed play, I don't think they'd have said anything useful. :-) "Payment at the end" may not be a total cripple, but I agree it's a bit of a pest. As for Dicefreaks, I don't go there often, but it does look like more a bunch of crunch-fiends than arty types. [/QUOTE]
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