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4th Edition and the Immortals Handbook
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<blockquote data-quote="Upper_Krust" data-source="post: 3884940" data-attributes="member: 326"><p>Hiya mate! <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>Yes but what they are trying to do is make each race mean some special beyond a +2 strength bonus (or whatever). Thats why they are taking more time and care over monstrous PC races than the incredibly bland approach favoured by 3/3.5.</p><p></p><p>I mean, okay so you had a gnoll PC, how was that different to a human PC in anything but looks. To be honest it pretty much wasn't any different except for a few ability score points added here and some subtracted there. The same could be said for 90% of the humanoid races.</p><p></p><p></p><p></p><p>But you are still going to have the option in 4th Edition. SImply that choosing a different race is going to bring with it some interesting mechanics of its own to make them play different. The offshoot of that extra detail is that we will probably see less monstrous PC races detailed in the Monster Manual than say 3.5 did.</p><p></p><p></p><p></p><p>Of course, because it was the weight of the options that bogged the game down.</p><p></p><p>4th Edition will have the same options for PCs, but monsters don't need them to be monstrous.</p><p></p><p></p><p></p><p>But feats for monsters (to use one example) were borderline irrelevant. Therefore their addition was counter-productive and just slowed the game (and game design) down.</p><p></p><p></p><p></p><p>I don't understand what you are talking about here.</p><p></p><p>e.g. Lets say the Mind Flayer is a Level 8 Elite Monster (meaning its equal to an 8th-level PC). Then you want to add 5 levels of Wizard to it. You don't have to work anything out, you just add the five levels of wizard to it. I fail to see the problem here.</p><p></p><p>Where is this extra level of work? If anything monsters not having feats makes your job easier!</p><p></p><p> </p><p></p><p>Then you agree with me that its feats are irrelevant and its special abilities are all that matter.</p><p></p><p> </p><p></p><p>If playing a Mind Flayer Wizard 20 is no different from playing a Human Wizard 20 then playing a Mind Flayer is all but superfluous. You may as well play a human wizard and paint a purple moustache for all the difference it will make.</p><p></p><p>Reading between the lines it appears WotC are trying to make each Monstrous PC race unique in some fashion. My guess is through talent trees.</p><p></p><p></p><p></p><p>Its not about roadblocks, its about cutting out the waste. Its like giving a Balor 1st-level spells that will see use in one in a million campaigns. Not to mention these 1st level spell-like abilities are not what make the Balor or the Dragon unique. They just sully the monsters identity.</p><p></p><p></p><p></p><p>As I mentioned above I think the racial traits will be expanded via talent trees.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 3884940, member: 326"] Hiya mate! :) Yes but what they are trying to do is make each race mean some special beyond a +2 strength bonus (or whatever). Thats why they are taking more time and care over monstrous PC races than the incredibly bland approach favoured by 3/3.5. I mean, okay so you had a gnoll PC, how was that different to a human PC in anything but looks. To be honest it pretty much wasn't any different except for a few ability score points added here and some subtracted there. The same could be said for 90% of the humanoid races. But you are still going to have the option in 4th Edition. SImply that choosing a different race is going to bring with it some interesting mechanics of its own to make them play different. The offshoot of that extra detail is that we will probably see less monstrous PC races detailed in the Monster Manual than say 3.5 did. Of course, because it was the weight of the options that bogged the game down. 4th Edition will have the same options for PCs, but monsters don't need them to be monstrous. But feats for monsters (to use one example) were borderline irrelevant. Therefore their addition was counter-productive and just slowed the game (and game design) down. I don't understand what you are talking about here. e.g. Lets say the Mind Flayer is a Level 8 Elite Monster (meaning its equal to an 8th-level PC). Then you want to add 5 levels of Wizard to it. You don't have to work anything out, you just add the five levels of wizard to it. I fail to see the problem here. Where is this extra level of work? If anything monsters not having feats makes your job easier! Then you agree with me that its feats are irrelevant and its special abilities are all that matter. If playing a Mind Flayer Wizard 20 is no different from playing a Human Wizard 20 then playing a Mind Flayer is all but superfluous. You may as well play a human wizard and paint a purple moustache for all the difference it will make. Reading between the lines it appears WotC are trying to make each Monstrous PC race unique in some fashion. My guess is through talent trees. Its not about roadblocks, its about cutting out the waste. Its like giving a Balor 1st-level spells that will see use in one in a million campaigns. Not to mention these 1st level spell-like abilities are not what make the Balor or the Dragon unique. They just sully the monsters identity. As I mentioned above I think the racial traits will be expanded via talent trees. [/QUOTE]
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