Twowolves said:
Well, I don't consider adding a template or advancing by class or HD "finagling", and "a lot" of rules is relevant. I see what you are saying, but my point was one where the new edition seems to want to sacrifice flexibility for ease of use. I am ok with that, for some game systems. I think that's just fine for more pulpy or action-theater style games. I just don't think it's what I would want in D&D. But that's just me, I guess.
No, but they've already stated templates are in, just modified. I don't see it as sacrificing flexibility. I see it as adding another layer of flexibility. In essence they're adding flexibility and making it easier to work with to boot...
Say I want a hardcore undead fighter. How does one do that? Base undead have a pretty crummy BAB... Now I have to finaggle a way to give it a better BAB... I guess some type of template? Now I'm creating both a crummy monster and a template to match the monster I wanted in the first place?
If I could just start out with a base race (undead) and then say.. oh I want it to be a bruiser... Now it's an undead with a good attack bonus.
Granted I'm simplifying, but see what I mean?
Each type of monster in 3.5 is already a "class", and you can add character classes to that to further customize it. Only they made the monster classes "outsider" or "undead". To my mind, having a fighter-equivalent monster box that gives the same abilities across the board no matter if the monster is a demon, an elemental or an ooze seems to strip some flavor from the monsters, especially since one can already just add fighter levels to many of the critters in the book (or advance by HD if not).
Thats what I was saying... Each monster is essentially a race, and a class like the OD&D Elf or Dwarf. It constrains the designers by making them decide how to twist the rules to match their idea.
You already have the same across the board... The types each list all the things they have.. all undead are immune to crits, all outsiders have X Hit Dice... All humanoids have x BAB...
Making the "class" separate can only add flavor in my opinion. Now you have the flavor of the race, with the flavor o whatever options it takes as a class. They've already even stated that races are going to matter more with classes anyway. (which I'm assuming is akin to class racial replacement levels...) so a "demon bruiser" could be WAY different then a "Devil bruiser" despite being in the same "class..."
Except that the designers already just give whatever abilities they want to a monster. I was very impressed with the forethought that went into designing the 3rd ed monsters. They made a framework/system and then made the critters within that system, whereas before they just made a monster and threw it out there. To me, taking an "8HD Buiser" and then pondering what special abilities to give it is potentially less balanced than taking a monster and advancing it or templating it. I'm sure the current developers have put a lot of thought into the new monster system, and I haven't seen enough to judge yet, but I'm not thrilled by what I've seen so far.
yes, I'm willing to bet they did a lot of thinking as far as the numbers go, and it's not going to be willy nilly add an ability whenever you want, but it will be a lot easier to create your concept, then mash your concept into the constraints. There will still be a framework, the framework will just allow for more variation within the same species then 3e ever allowed.
I understand that the Challenge Rating system is really more of a guideline than a science, it still seems more thought out than picking a beastie from a box and then sticking abilities on it like some kind of Mr Potato Head. My opinion is that the game is better balanced when the NPCs use the same rules as the PCs.
But they AREN'T using the same rules... When you pick a race you aren't picking your class at the same time. Why should monsters?