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General Tabletop Discussion
*Pathfinder & Starfinder
Complete Disagreement With Mike on Monsters (see post #205)
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<blockquote data-quote="Kraydak" data-source="post: 3734856" data-attributes="member: 12306"><p>So in monster design, you are taking the numbers and abilities at the end (choosing hp/AC/damage etc... based on the target level, and choosing a few abilities from column A and maybe some from column B)? While this will shave some *seconds* off of stating up something from a "Type class progression" where you take your target level (which exists in both systems) and taking your abilities from columns A and B, it removes the ability to interface with the multiclassing system. (if you aren't choosing abilities from columns A and B, you loose any monster flavor, if columns A and B don't exist, you lose any claim of powerlevel design).</p><p></p><p>Having type based "class progressions" (with different choices) allows for easy templating (rather than 1 half-dragon template with its LA evilness, you could mix 1, 2, 3, 7 or maybe 15 levels of "dragon" with your normal class or racial levels). It allows for easy PCification. It still allows for easy monster design and advancement. In fact, for the more complicated (non-brutish) monsters, its probably *faster* for anything but the barest bones result as the grunt work goes into the talent trees.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 3734856, member: 12306"] So in monster design, you are taking the numbers and abilities at the end (choosing hp/AC/damage etc... based on the target level, and choosing a few abilities from column A and maybe some from column B)? While this will shave some *seconds* off of stating up something from a "Type class progression" where you take your target level (which exists in both systems) and taking your abilities from columns A and B, it removes the ability to interface with the multiclassing system. (if you aren't choosing abilities from columns A and B, you loose any monster flavor, if columns A and B don't exist, you lose any claim of powerlevel design). Having type based "class progressions" (with different choices) allows for easy templating (rather than 1 half-dragon template with its LA evilness, you could mix 1, 2, 3, 7 or maybe 15 levels of "dragon" with your normal class or racial levels). It allows for easy PCification. It still allows for easy monster design and advancement. In fact, for the more complicated (non-brutish) monsters, its probably *faster* for anything but the barest bones result as the grunt work goes into the talent trees. [/QUOTE]
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Community
General Tabletop Discussion
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Complete Disagreement With Mike on Monsters (see post #205)
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