Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Consolidating the number of types
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tovec" data-source="post: 6259784" data-attributes="member: 95493"><p>To OP:</p><p></p><p>You have almost exactly re-created what I have done for my system (still in beta testing). The changes between what you ended up with and mine are mostly cosmetic as it would come to similar conclusions. For alternate thoughts, try doing a search as there was a conversation about this a few months ago - with KM presenting some good ideas IIRC - when WotC was talking about the similar topic.</p><p></p><p>For my system, I created the following types; beast, mortal, spirit, fey, animal, construct.</p><p></p><p>Beast is more or less what you had EXCEPT animals and vermin. But definitely all magical beasts. I decided the dividing line was intention and intelligence. I decided on this split since combining animals (and vermin) into beasts had just too many beasts - I actually went through the PF Bestiary and sorted the types into my new system to see.</p><p>A subtype of magical beast, which can be applied a little more widely for other types, was dragon which I found a silly alternate type. But this also allows me to have the primal dragons and planar dragons, just with a subtype but built with different rules - spirit-bane for the win!</p><p></p><p>Animals were their own type, and as already said had to do with intelligence and in many cases lack of malevolence (animals are all N). I did this because it made more sense for things like druids and rangers who use animal companions and wildshape. It also allows for me to make very strong creatures (like dinosaurs) that aren't affected by things like beast-slaying or dragon-slaying weapons.</p><p>Definitely rolled vermin in with animals, so long as they are the unintelligent kind. But mean ones, the tricksters who can think and plan beyond a simple animal/instinct level are usually beasts.</p><p></p><p>Mortals are everything you just said. They are the normal creatures, and I actually have intelligent undead rolled into this too - so vampires and liches and what not are also mortals, just ones who are immortal <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> undeads. Which creates the undead subtype, but sharing between here and constructs. The change of humanoids to mortals was one spawned from a friend of mine who (I think rightly so) though humanoid to be racist and unnecessarily human-centric. (I am playing around with calling them "people" instead, but I haven't made that change yet.)</p><p></p><p>Spirits are the catch all for the outsider type. But basically anything that doesn't fit into the other categories (and is intelligent) goes here. After much effort trying to get them to fit, I ended up putting most incorporeal undead under spirits too - because that is how people will interact with them. When you meet a ghost they are former mortals trapped between the mortal world and the afterlife, and are incorporeal (resubtyped as spectral) spirits.</p><p></p><p>Fey are a big thing in my setting for my system. And while they are partially related to spirits I found they had many traits that were different enough to warrant their own type. However, I also realized that as they were originally written fey didn't have many creatures to fit under a 'type' which originally bothered me. But as I started expanding my fey realm I realized that I could roll other types into fey and have the explanation work well. Specifically I realized that with my current paradigm that oozes and plants didn't make sense as non-fey. They retain their subtype but are rolled into fey. The thought about this is that non-fey oozes and trees don't usually eat people and move around naturally. Heck, dryads are fey already but treants weren't? That seemed odd to me.</p><p></p><p>Constructs are another very important type. Before the major example of constructs were golems and that was about it. I've added in undead, specifically the unthinking ones, like skeletons and zombies and anything that moves around without its own will - this also adds in some "elementals" like wood, ice, and anything a crafter was able to mold and give the semblance of life. Seems to work well enough, and my players are starting to understand that not all undead are the same, and how to treat the superior construct type differently than before.</p><p></p><p>But all in all, each type in my system has many examples that fit under it, many subtypes (for bane weapons especially - before only outsiders and humanoids had that) - and are wide varying enough (IMHO) to warrant a type as opposed to subtype. Most types cut remain as subtypes, but I tried to go in with the feeling that subtypes are not limited exclusively to type. So, an elf while alive is typed 'Mortal (elf)' if it becomes a vampire it is then 'Mortal (elf, undead)' and if it is slain and becomes a ghost it is then 'Spirit (elf, spectral)'. Ghosts (in my system) aren't actually undead, they are just projections of people from the afterlife, but if that wasn't the case the elf would then become 'Spirit (elf, spectral, undead)'.</p><p></p><p>Fey are a big thing in the setting for my system, and so the</p></blockquote><p></p>
[QUOTE="Tovec, post: 6259784, member: 95493"] To OP: You have almost exactly re-created what I have done for my system (still in beta testing). The changes between what you ended up with and mine are mostly cosmetic as it would come to similar conclusions. For alternate thoughts, try doing a search as there was a conversation about this a few months ago - with KM presenting some good ideas IIRC - when WotC was talking about the similar topic. For my system, I created the following types; beast, mortal, spirit, fey, animal, construct. Beast is more or less what you had EXCEPT animals and vermin. But definitely all magical beasts. I decided the dividing line was intention and intelligence. I decided on this split since combining animals (and vermin) into beasts had just too many beasts - I actually went through the PF Bestiary and sorted the types into my new system to see. A subtype of magical beast, which can be applied a little more widely for other types, was dragon which I found a silly alternate type. But this also allows me to have the primal dragons and planar dragons, just with a subtype but built with different rules - spirit-bane for the win! Animals were their own type, and as already said had to do with intelligence and in many cases lack of malevolence (animals are all N). I did this because it made more sense for things like druids and rangers who use animal companions and wildshape. It also allows for me to make very strong creatures (like dinosaurs) that aren't affected by things like beast-slaying or dragon-slaying weapons. Definitely rolled vermin in with animals, so long as they are the unintelligent kind. But mean ones, the tricksters who can think and plan beyond a simple animal/instinct level are usually beasts. Mortals are everything you just said. They are the normal creatures, and I actually have intelligent undead rolled into this too - so vampires and liches and what not are also mortals, just ones who are immortal :P undeads. Which creates the undead subtype, but sharing between here and constructs. The change of humanoids to mortals was one spawned from a friend of mine who (I think rightly so) though humanoid to be racist and unnecessarily human-centric. (I am playing around with calling them "people" instead, but I haven't made that change yet.) Spirits are the catch all for the outsider type. But basically anything that doesn't fit into the other categories (and is intelligent) goes here. After much effort trying to get them to fit, I ended up putting most incorporeal undead under spirits too - because that is how people will interact with them. When you meet a ghost they are former mortals trapped between the mortal world and the afterlife, and are incorporeal (resubtyped as spectral) spirits. Fey are a big thing in my setting for my system. And while they are partially related to spirits I found they had many traits that were different enough to warrant their own type. However, I also realized that as they were originally written fey didn't have many creatures to fit under a 'type' which originally bothered me. But as I started expanding my fey realm I realized that I could roll other types into fey and have the explanation work well. Specifically I realized that with my current paradigm that oozes and plants didn't make sense as non-fey. They retain their subtype but are rolled into fey. The thought about this is that non-fey oozes and trees don't usually eat people and move around naturally. Heck, dryads are fey already but treants weren't? That seemed odd to me. Constructs are another very important type. Before the major example of constructs were golems and that was about it. I've added in undead, specifically the unthinking ones, like skeletons and zombies and anything that moves around without its own will - this also adds in some "elementals" like wood, ice, and anything a crafter was able to mold and give the semblance of life. Seems to work well enough, and my players are starting to understand that not all undead are the same, and how to treat the superior construct type differently than before. But all in all, each type in my system has many examples that fit under it, many subtypes (for bane weapons especially - before only outsiders and humanoids had that) - and are wide varying enough (IMHO) to warrant a type as opposed to subtype. Most types cut remain as subtypes, but I tried to go in with the feeling that subtypes are not limited exclusively to type. So, an elf while alive is typed 'Mortal (elf)' if it becomes a vampire it is then 'Mortal (elf, undead)' and if it is slain and becomes a ghost it is then 'Spirit (elf, spectral)'. Ghosts (in my system) aren't actually undead, they are just projections of people from the afterlife, but if that wasn't the case the elf would then become 'Spirit (elf, spectral, undead)'. Fey are a big thing in the setting for my system, and so the [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Consolidating the number of types
Top