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<blockquote data-quote="Roman" data-source="post: 1847062" data-attributes="member: 1845"><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>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... </p><p></p><p>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). </p><p></p><p></p><p></p><p>Creatures: </p><p></p><p></p><p>1. Constructs </p><p></p><p></p><p>2. Life </p><p></p><p>A) Amorphids </p><p>(i) Oozes </p><p>(ii) Molluscs (Invertebrates) </p><p></p><p>B) Beasts </p><p>(i) Animals (Vertebrates) </p><p>(ii) Magical Beats </p><p></p><p>C) Chitinids </p><p>(i) Arachnids </p><p>(ii) Crustaceans </p><p>(iii) Insects </p><p></p><p>D) Humanoids </p><p>(i) Humanids </p><p>(ii) Giants </p><p>(iii) Midgets (If Giants have their own category...) </p><p></p><p>E) Myconids (Fungi, Mushrooms...) </p><p></p><p>F) Plants </p><p></p><p></p><p>3. Manifestations </p><p>A) Alignmentals </p><p>B) Elementals </p><p></p><p></p><p>4. Unlife </p><p>A) Amalgations </p><p>B) Animated Body </p><p>(i) Bones </p><p>(ii) Decaying Flesh </p><p>(iii) Preserved Body </p><p>C) Spirits </p><p></p><p></p><p>*5. Abberations (Catch all for all others)* </p><p></p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>For types that are only one level deep the first level type I can envision two possibilities: </p><p></p><p>1) First level type would determine all the above information </p><p>2) The 'missing' information would be determined for creatures individually </p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Roman, post: 1847062, member: 1845"] 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. ;) 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... 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)* 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. [/QUOTE]
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