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General Tabletop Discussion
*Pathfinder & Starfinder
A worry about "special case monster abilities"
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<blockquote data-quote="jaer" data-source="post: 4038647" data-attributes="member: 57861"><p>I think you made a good point here, and one that is very relevant.</p><p></p><p>WotC has said that enchantment, necromancy, illusions and what-not will be included. They were not removed completely. Only that the Wizard class is not and never will be a specialist in these magics, and that classes will come out later that are specialists in these magics.</p><p></p><p>I would not be surprised if we saw some monsters in the MM that had illusion, enchantment, or necromancy abilities above and beyond what a PC wizard can do now, but being in line with what the Illusionist, Psion, and Necromancer will be able to do later on.</p><p></p><p>It shows WotC has ideas for what these specialists will be like; they couldn't flesh out an entire PC class with these abilities in time, but they could add some cool abilities to monsters.</p><p></p><p>Likewise, combat manuvers, grappling, sword & board, and two-hand smashery will be included in the PH1, but advanced grappling and unarmed rules will be held for when a full class based on unarmed combat rules is totally fleshed out. Anyone fighter can throw a punch (much like a wizard tossing out a simple charm spell), but only the Monk will be using the Meat Shield grapple ability (which would be comparable to a Psion being the only arcane class able to completely dominate an opponents mind).</p><p></p><p>However, even though unarmed abilities aren't completely fleshed out for PCs yet, WotC had some cool ideas, and so added a few to random monsters. Eventually PCs might be able to do those things, but right now, time and space where a limiting factor.</p><p></p><p>I don't have a problem with the PH1 starting out with the basics and the general. That's all that is needed for most people; if one of my players wants to be a wrestler, he can wait until a splat book comes out, and he can pick it up. With all the choices 4e is presenting, I doubt any of my players will feel the loss of needing to wait to play such a character. </p><p></p><p>Furthermore, I don't have any problems with monsters having abilities that PCs can't get unless they are specialists of some sort, specialists that will be released later on. It gives a taste of what is coming and gives the monster flavor above and beyond those class abilities we see all the time in regular play (cause the party fighter is doing them all the time!).</p></blockquote><p></p>
[QUOTE="jaer, post: 4038647, member: 57861"] I think you made a good point here, and one that is very relevant. WotC has said that enchantment, necromancy, illusions and what-not will be included. They were not removed completely. Only that the Wizard class is not and never will be a specialist in these magics, and that classes will come out later that are specialists in these magics. I would not be surprised if we saw some monsters in the MM that had illusion, enchantment, or necromancy abilities above and beyond what a PC wizard can do now, but being in line with what the Illusionist, Psion, and Necromancer will be able to do later on. It shows WotC has ideas for what these specialists will be like; they couldn't flesh out an entire PC class with these abilities in time, but they could add some cool abilities to monsters. Likewise, combat manuvers, grappling, sword & board, and two-hand smashery will be included in the PH1, but advanced grappling and unarmed rules will be held for when a full class based on unarmed combat rules is totally fleshed out. Anyone fighter can throw a punch (much like a wizard tossing out a simple charm spell), but only the Monk will be using the Meat Shield grapple ability (which would be comparable to a Psion being the only arcane class able to completely dominate an opponents mind). However, even though unarmed abilities aren't completely fleshed out for PCs yet, WotC had some cool ideas, and so added a few to random monsters. Eventually PCs might be able to do those things, but right now, time and space where a limiting factor. I don't have a problem with the PH1 starting out with the basics and the general. That's all that is needed for most people; if one of my players wants to be a wrestler, he can wait until a splat book comes out, and he can pick it up. With all the choices 4e is presenting, I doubt any of my players will feel the loss of needing to wait to play such a character. Furthermore, I don't have any problems with monsters having abilities that PCs can't get unless they are specialists of some sort, specialists that will be released later on. It gives a taste of what is coming and gives the monster flavor above and beyond those class abilities we see all the time in regular play (cause the party fighter is doing them all the time!). [/QUOTE]
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A worry about "special case monster abilities"
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