Here's the thing, though. I don't believe it's possible to have a scientific or consistent system of LA/ECL.
Sure it is. UK did it. You said yourself that the thri-kreen rogue needed
some kind of LA - just not as much of one as it was given. You have to account for all those extra abilities somehow...
These two concepts are incompatible. Either the game permits monsters to have abilities PCs cannot (as I feel it should), or it does not. But to have an ability and say "You can't have this, but it's equivalent to this ability that you can," doesn't really work. If something is mechanically equivalent to something PCs can have, then there's no reason PCs can't have it, and it's no longer unique to monsters. If it's not mechanically equivalent to something PCs can have, then assigning a number to it isn't going to change that.
Not really. There are just some monsters, as there are now, that simply don't have an LA, because the designers feel that said monsters wouldn't be appropriate for PC use, because they have abilities that the PCs shouldn't have. The xorn, for example, is a bad choice for a PC. Instead of saying "Ditch the LA system because it doesn't work", they should a) look at all the monsters that could be used as PCs, then b) make adjustments as necessary so they could be usable as PCs; then c) assign LAs. Mind flayers, for example, are arguably too powerful for use as PCs, but then, they're a little too powerful anyway. Rakshasa are another one.
My only worry with this design choice is that they are pigeon holing the monsters too far. Every encounter should be something different and I was never a fan of the tactics section in the 3.5 MM. Pit Fiends do this in the 1st round, this in the 2nd round, rinse repeat. I just hope I don't end up playing in games where every time I fight Orcs or Kobolds its all the same stuff.
If you use those tactics as guidelines, rather than hard and fast rules, then you'd be better off, IMO. The tactics are great for newbie DMs, or DMs who've never run a pit fiend before. A experienced DM would certainly deviate from the prescribed list of actions, or throw it out entirely.
Going back to the monsters being "setting elements, world elements, cultural fantasy salad dressing, villains, characters, and potential ninjas" I am worried that with so little space dedicated to each monster in the MM that they won't go into a monsters background and ecology enough. Cramming 300+ monsters into a 288 page book is an amazing feat. Something has to give. I highly doubt that they could make the stats so short and still have enough room to explain what the monster is about, how they live, what they do, etc.
Agreed. I'm worried that the monsters will be nothing more than a (cut-down) collection of stats and nothing more.
I think this is a fundamental flaw of the 4E design idea. One of the elements of 3E design (or perhaps just FR design) was "NPCs shouldn't be able to do things that the PCs cannot learn to do." So no writeups of Drizzt having the unique power to instantly kill someone on a really good attack roll (like he did in 2E), or a wizard having an unexplained immunity to a particular group of spells just for the purpose of making that NPC unkillable or an encounter especially challenging. Keeping things in the hands of NPCs (and monsters) like that is basically the DM/designer saying, "Sorry, players, your characters just aren't cool enough, my toys are cooler than your toys." Which sucks.
Oh come on, Sean... it's called DM fiat. Sometimes the bad guys have to have something the PCs don't, just so the DM can maintain an edge over the players and give them a challenge. 2E was rife with this, and while I agree for the most part that PCs should be able to do most things that an NPC could, there should be some things that remain firmly in the realm of the DM,
as long as he can do it within the rules.
Wow, you must really hate 3.5 supplements, then-- because even without "monster" race PCs, there are lots of ways for PCs to get breath weapons, including the obvious Draconic Adept class.
You need look no further than the DMG for the Dragon Disciple, which also grants a breath weapon.
How about, in *YOUR* "core game", monsters will not be PCs. Not everybody agrees with you.
I don't totally agree with the idea of having monster races as PCs, but if other groups want to do it, more power to them - I just think it's silly. Some people are just strange like that, and the rules are flexible enough to allow it, so... *shrug*
I find myself agreeing with Sean. I'd prefer to see a "CR = ECL = HD" solution.
Never happen. It can't - CR and HD are totally different measures of a creature's power, and should never be equated with each other.
But nowhere in the Frenzied Berserker description does it say 'FOR NPC USE ONLY, GUYS!" If a PC wants to get it, and a DM approves that selection, you get it, and, speaking from experience, it works just like it's advertised.
Right... but I think maybe it
should say "FOR NPC USE ONLY, GUYS!"
If something exists as a setting element, as an independent object in the game world, the only thing that should define my choice of which side of the screen it gets to be on should be my choice as a DM. Any other choice, and you're hurting my utility at least, and my verisimilitude at worst.
Even if it says "This PrC is intended for DM use only", WotC isn't going to send a hit squad to your house if you let a PC use it. Too many DMs let themselves be strait-jacketed by the RAW, and they refuse to say "I think this is a silly rule, so I'll alter it." I think having a caveat in some cases would be a GOOD thing - "This PrC is intended for DM use, because in playtesting it turned out to be very powerful in PC hands, blah blah blah." Then the DM would at least KNOW that he's introducing a potentially game-breaking element into his game.