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<blockquote data-quote="BigRedRod" data-source="post: 1834772" data-attributes="member: 24647"><p><strong>Types</strong></p><p>Abberration</p><p>Animal</p><p>Construct</p><p>Dragon</p><p>Elemental</p><p>Fey</p><p>Giant</p><p>Humanoid</p><p>Magical Beast</p><p>Monstrous Humanoid</p><p>Ooze</p><p>Outsider</p><p>Plant</p><p>Undead</p><p>Vermin</p><p></p><p><strong>Sub-types</strong></p><p>Air</p><p>Aquatic</p><p>Cold</p><p>Earth</p><p>Fire</p><p>Water</p><p>Goblinoid</p><p>Incorporeal</p><p>Lawful</p><p>Chaotic</p><p>Evil</p><p>Good</p><p>Native</p><p>Reptillian</p><p>Shapechanger</p><p></p><p></p><p>Just a quick glance reveals that the types and sub types are all over the place without any real thought or theme. Most of it has been fudged together and clouded further as time has passed</p><p></p><p>Currently types serve little purpose. They have a few rules attached which tend to be ignored in both common play and official supplements. And yet most loathe to use sub-types for various reasons. Most player races end up with the humanoid subtype when other types seem to fit far better</p><p></p><p>A better system would seem to have far fewer Types and give most monsters a sub-type or two. Even player races would benefit.</p><p></p><p>The problem is similar with the "elements" in D&D</p><p>We have : Lightning, Fire, Cold, Air, Acid, Sonic, Earth, Water</p><p>and possibly even others like wood</p><p>There wouldn't be a problem if D&D didn't try and make itself inherently elemental but it has and as such it is a mess</p><p></p><p>It would need a great deal of work to sort out. ButI remain hopeful that fourth edition will really trim back some of the dead wood and try things afresh</p><p></p><p>Don't get me wrong, I love D&D. I've yet to find another system which approaches the high-quality inherent in 3.5e. It is just that the whole element and type system makes less sense than the way pokemon handles it</p></blockquote><p></p>
[QUOTE="BigRedRod, post: 1834772, member: 24647"] [b]Types[/b] Abberration Animal Construct Dragon Elemental Fey Giant Humanoid Magical Beast Monstrous Humanoid Ooze Outsider Plant Undead Vermin [b]Sub-types[/b] Air Aquatic Cold Earth Fire Water Goblinoid Incorporeal Lawful Chaotic Evil Good Native Reptillian Shapechanger Just a quick glance reveals that the types and sub types are all over the place without any real thought or theme. Most of it has been fudged together and clouded further as time has passed Currently types serve little purpose. They have a few rules attached which tend to be ignored in both common play and official supplements. And yet most loathe to use sub-types for various reasons. Most player races end up with the humanoid subtype when other types seem to fit far better A better system would seem to have far fewer Types and give most monsters a sub-type or two. Even player races would benefit. The problem is similar with the "elements" in D&D We have : Lightning, Fire, Cold, Air, Acid, Sonic, Earth, Water and possibly even others like wood There wouldn't be a problem if D&D didn't try and make itself inherently elemental but it has and as such it is a mess It would need a great deal of work to sort out. ButI remain hopeful that fourth edition will really trim back some of the dead wood and try things afresh Don't get me wrong, I love D&D. I've yet to find another system which approaches the high-quality inherent in 3.5e. It is just that the whole element and type system makes less sense than the way pokemon handles it [/QUOTE]
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