Roman said:
Don't get me wrong - I like Tonguez's new system. I also like Nellisir's idea of building monsters through classes. I just thought I would present a fourth alternative (after the official system, Tonguez's system and Nellisir's system) though.
Actually, I consider Nellisir's system as a further deconstruction of Tonguez's system - using Nellisir's one, the main types could become "subtypes" for some general alterations. It is one step further "behind the scenes".
Roman said:
As to the problems with Dragons, it is not difficult to give them d12 hit dice. Just say that the sub-type 'Dragon' increases the hit dice (racial hit dice only) by one step. In the case of magical beasts, the category where true dragons fall, this would increase the hit dice from d10 to d12. In case of humanoids with the dragon sub-type, the racial hit dice would be increased from d8 to d10, but humanoids tend not to have very many racial hit dice anyway. To give true dragons more skill points and all good saves is more difficult if we want to avoid specifying true dragons as different from other creatures with the dragon sub-type...
Certainly possible, "Dragon" could even give always d12s - but that could be unbalancing. Upper_Krust's Immortals' Handbook has a nifty CR-system (which is included in Grim Tales, too), but unfortunately there are only some older PDF versions of this system available, because U_K's book isn't out yet. If we could use the latest version, then the monsters can be made more balanced - as it stands, a 20+ hit-dice creature is regarding its CR 3 levels behind compared to the average 20th-level PC, because a racial hit die hasn't so much oomph as a level in a class...
Roman said:
Now back to the alternative system I proposed. I was considering including mindless incorporeal undead in the list, but could not think of any, so I did not. On second thoughts, however, incorporeal is probably truly better as a sub-type rather than a type within the undead category. The same is probably true of fey, though they could perhaps form a C group of manifestations (perhaps as manifestations of nature).
Creatures:
1. Constructs
2. Life
A) Amorphids
(i) Oozes
(ii) Molluscs (Invertebrates)
B) Beasts
(i) Animals (Vertebrates)
(ii) Magical Beats
C) Chitinids
(i) Arachnids
(ii) Crustaceans
(iii) Insects
D) Humanoids
(i) Humanids
(ii) Giants
(iii) Midgets (If Giants have their own category...)
E) Myconids (Fungi, Mushrooms...)
F) Plants
3. Manifestations
A) Alignmentals
B) Elementals
4. Unlife
A) Amalgations
B) Animated Body
(i) Bones
(ii) Decaying Flesh
(iii) Preserved Body
C) Spirits
*5. Abberations (Catch all for all others)*
Your use of Giant and Midget, Bones, Decaying Flesh and Preserved Body shows, that some things are better of as a subtype (Giant) or are templates, which don't have a real effect on gameplay. Consider a skeletal vampire, a vampire, which stripped off his own flesh - why should the basic stats change?
I don't feel, that your idea has a real merit. :\
Roman said:
The first level of types (designated by an arabic number followed by a period [1., 2., 3., 4. and 5.]) would determine some immunities and vulnerabilities, whether some spells effect the creatures concerned or not and what 'metabolic functions' the creature needs to perform to survive (breathing, eating, hydration, etc). For example, a spell that targets living creatures (such as slay living) would have no effect on Manifestations (formerly outsiders) or other non-living types.
The second level of types (designated by a capitalized letter followed by a closing bracket [A), B), C), D), E) and F)]) would determine more vulnerabilities and immunities (such as whether the creature is susceptible to critical hits), the effect or lack thereof of certain spells and the size of racial hit dice.
The third level of types (designated by a non-capitalized Roman numeral in a bracket [(i), (ii) and (iii)]) would determine the creature's saves, BAB and skill points, as well as some final immunities and vulnerabilities particularly with respect to susceptibility or lack thereof to certain spells.
For types that are only one level deep the first level type I can envision two possibilities:
1) First level type would determine all the above information
2) The 'missing' information would be determined for creatures individually
The same principle applies to types that are two levels deep. Also new types of third level (or perhaps even second level) can easily be added in this system if necessary.
Sub-types would exist as they do now, though there would also be a 'Dragon' sub-type and perhaps several more that would need to be added.
Next to the feeeling, that I've entered some kind of period system, you've demonstrated a real big problem. You have splitted the core type definition over the place to give every layer a meaning, but for Constructs you can't do that. Either you leave it by the core definition, or you create for the DM not only more homework, but also erode some standards and thus you defy some assumptions, which have been piled up in the last few years...
Either way, your idea is neither fish nor flesh - and I don't see, how to overcome the obstacles.
Roman said:
Well, I should have specified that there would still be sub-types that would provide the 'multi-dimensionality'. It is true, however, that a multi-dimensional matrix would the optimal solution, but this is nearly unachievable in the strict sense due to the complexity, though it can be approximated through sub-types which is what all proposed systems do.
To create a true multi-dimensional matrix classification you would have to create several ways of categorizing based on themes.
You could have:
1) Phenotypical Classification - classifies creatures by their external phenotype/bodily shape
2) Anatomical Classification - classifies creatures by their internal structure/anatomy
3) Material Classification - classifies creatures by the material/substance they are made of
4) Origin Classification - classifies creatures by their evolutionary/creation lineage/descent/origin
Unless I am missing something these four classification types could together provide a relatively accurate multi-dimensional classification system. The disadvantage, however, would be increased complexity.
I agree - a true matrix solution is both good enough approximated and too complex for the average needs.
Tonguez said:
Going through the Magic Descripors we get the following
ENERGY acid, cold, force, electricity, sonic,
ELEMENTAL air, earth, fire, water
POS/NEG darkness, death light,
ALIGNED chaotic, , evil, good, , lawful,
MENTAL mind-affecting, language-dependent fear,
Ignoring Alignment (for now) iI'd make Corrspondences thus
What is your goal with this? Redoing the element subtypes for creatures? Or for spells? Or for both?
Tonguez said:
Neutral
Earth0 Acid
Air0 Lightning
Fire0 Heat
Water0 Cold
Positive Energy types
Earth+ Force = Kinetic Energy
Air+ Light = Life
Fire+ Spirit = Psyche (Mind affecting & language dependent)
Water+ Sound = Waves (um)
Force - implies a Kinetic energy feild
Earth- Body = Base Matter
Air- Shadow = Death, Darkness
Fire- Sulfur = Alchemy*
Water- Salt = Alchemy*
*Alchemy - The purpose of Alchemy irl was to remove the Base Matter (Body) from a substance inorder to release the 'Spirit' its processes included
1 Calcination - burning to Ash akaSulfur
2 Sollution/Evaporation - dissolving in water, then evaporating to remove the Salts (eg Sal Ammonia)
3 Incubation - of the resulting liquid inorder to purify and release the Spirit (hence the modern word for Alcohol 'Spirits')
For creature subtypes it doesn't seem suited. So the first and the last option drop out. I still don't see, why are you trying to map the elements to the other types. Element(+/0/-) + x = y? And the results of equations are awkward - I have real difficulties to understand the last four without Darkness and Death (with should remain both distinctive). Even if I wouldn't already use another magic system, I would be reluctant to consider such a change in my game. I really don't see the benefits.
Remathilis said:
Here is "my" suggestion
Normal Animal (includes giant and prehistoric)
Lowlife (insects, arachnids, fungi, slimes)
Construct
Dragon
Humanoid (including Giant Humanoids)
Planar Monster (elementals included)
Undead
Monster (everything else)
You could very easily make Fey an option too if you wanted.
It worked in the Rules Cyclopedia!
I am still in favor of Tonguez's system - it is nearer of my envisioned "perfection" than yours. Your proposal lacks subtypes (AD&D didn't have them, so taking something from it requires conversion/substituting of things, which are otherwise unnecessary - what are the saves, for example), is too similar to Tonguez (-> can be changed to his propasal) and Tonguez has put a bit more logic in the dividing of types (well, the types are from an older edition - types didn't really matter as much as now).