Jester David
Hero
True, but 2e was a little quick and loose with content like that and assigning monster experience, since that was primarily tied to Hit Dice modified slightly by special abilities. Not a lot of thought or advice was given to DMs in regard to NPC opponents.There was plenty of rules support for NPC fighters and mages, but it was all in the PHB. In the absence of any indication otherwise, there's zero reason to expect that an NPC would be any different from a PC. If a given elf happens to be a fifth-level mage, then we have the rules for what a fifth-level mage is.
That you could use the monster creation rules to make NPC opponents was tangential, almost accidental rather than purposeful.
If you used the monster advancement as written. But, as I said, templates also existed.That's not handwaving, though. Monsters in 3E had a thing in their stat block which described their advancement, saying what sort of hit die and save progressions they used, and how big such a creature could actually get. If this Bulette is bigger and stronger than a typical one, then you just need to figure out how much bigger and tougher it is, and the formulas would tell you how all of its numbers change to reflect that different reality.
The difference between my handwavy example of a few extra HD with a bonus feat and a template is really presentation, as the template is formally written down. It would be completely and 100% in line with the spirit of the rules to just slap said HD and a bonus feat onto a creature and give it a label, calling the variance a template. "The Blessed Chosen Champion of Handwavia" template.
For an example, check out the very first Pathfinder Adventure Path volume, Burnt Offerings where the author has a medium-sized three-armed goblin with fast healing. Who breathes acid. Totally not following the RAW advancement rules, yet totally fair and within the spirit of the game because it has higher xp total.
Provided the DM is still following The Math, the only time they can "cheat" is at the gametable.
The "monster advancement" rules were meant to encourage people to modify monsters even if they didn't feel comfortable with game designing. It was meant to open up customization, not limit it.
Yes and no.No, humanoid races advancing by class rather than as monsters was one of the great successes of 3E - it was integral to creating a consistent and unbiased world. Orcs and dwarves really are similar enough, in terms of how they work, that they should be represented in the same ways. An orc is not a giant frog, or a demon, or even a dragon; it's a person, with a particular set of physical and social traits, whose capabilities are primarily derived from skill and knowledge. And likewise, their abilities had to be balanced for a PC because they were just learned abilities - if an orc witch-doctor could raise dead once per hour, then you would need a good reason for why a PC cleric with the death domain (or whatever) couldn't do the same.
I completely agree that any martial maneuver a orc warrior or gnoll raider or NPC can do should be something accomplishable by a human fighter. Within reason.
It might not be easy though. The trick could be a specialized fighting style, a technique kept secret and can only learned with extensive training. But, if the ability is reasonably balanced, it could be added as a maneuver or a feat or as part of a subclass. The difference between a unique homebrew NPC ability and a feat is formatting and publication.
Of course, this makes the assumption the NPC trick is equal to a fighter's. It could just as easily be limited or weaker. An example of this in the Monster Manual is the enemies with the Surprise Attack trait, that is basically weaker Sneak Attack. Monster NPCs don't have to be as effective as a PC: they're not an adventurer, just a gifted amateur.
There could be other limits. Such as requiring allies with the same ability. A phalanx fighting fighter ability isn't very useful if no one else in the party has a shield or wants to just sit and block a doorway. We really don't need pages of hyper situational feats and subclasses that are really only fun for a DM to use in an encounter but no player would touch with a requisition length 10-foot pole. Neither should DMs be limited to only what is published in the physical books.
Similarly, the NPC monster doesn't need the exact same wording and details as a player power. The orc boss you want to challenge the party as a CR 5 creature really doesn't need all the class features of a 7th or 8th level character: that just bloats their statblock with dozens of options that will never be used. And if they're going to die after three rounds, an ability they can use a half-dozen times in a combat is functionally at-will. When the party is facing two orc warriors using the battle masters rules, the DM doesn't really need to track each one's superiority dice, since the orcs will be long dead before they can use all four. That's needless bookkeeping. Neither do they need all 3 maneuvers, when just two gives them some variety. Just give each orc a single maneuver as a trait and some extra HD. All the feel of an orc fighter with 70% less work.
(You can see Pathfinder doing this as well with the simple class templates from the Monster Codex book.)
I'm more okay with unique magical tricks.That makes sense from a story perspective, and a mechanical perspective, and a play perspective.
First, the unique supernatural abilities granted by an orc god to their most ardent followers can and should be different from the abilities given to an elf by the elf god and such. Plus, seeing a spell performed doesn't confer the same knowledge as seeing someone swing a sword in a particular way (otherwise you wouldn't need to capture enemy spellbooks).
Second, as mentioned above, what you can fit into the a spell or onto a character sheet doesn't always work in a monster statblock that has to fit on a single page.
Giving monsters their own powers means players can be surprised. They can't just memorize the spells and prestige classes to know what a classed monster is capable of. The orc warrior can surprise the regular fighter player. Which is fun.
Like 3e went too far with the symmetry I think 4e went too far with the unique variants. We don't need 30 different types of orc, each that work as special snowflakes. But the really different and iconic orcs should have abilities that are uniquely orcish. Like the aforementioned Eye of Gruumsh. Or a kobold wyrmpriest.
And, with bounded accuracy, we really don't need classed orcs to the same degree as 3e. A DM can just have more orcs in their orc encounter rather than a few classed orcs required for math reasons.
The orc fighter becomes special rather than mandated.
The Eye of Gruumsh prestige class was in Complete Warrior. It was in one of the first if not the first splatbooks for 3.5. Right out of the gate there was NPC/DM content in a player book.Granted, there were a lot of special feats or prestige classes for them, and that was annoying. It wasn't necessary, though, and it wasn't even part of the core game. It's just a problem of having too many supplements. Don't blame a good game for falling apart in supplements. The same can be said for Pathfinder.
To say nothing of the NPC prestige classes in the DMG.
During my 3e days I converted the original Dragonlance adventures to 3e and classed NPCs were a pain, even just using core rules options. Because to keep up with The Math I had to keep adding fighter and warrior levels. Plus the assorted NPC gear. Pain in the butt just to make some mook monsters.
I really should have just "cheated" and buffed all their numbers. It would have had an identical effect as far as my players were concerned.
Yeah, but people like getting something each level. That was a lesson learned from 3e. Dead levels are less fun. When you get a level and just get some hit points or skill points it isn't very exciting and takes some of the thrill out of reaching that new level. That was reinforced during the public playtest.There is nothing about having only one character per person that necessitates gaining a new ability at each level. Fighters were fine in early D&D, even though they had no special abilities. Additional complexity makes it difficult for a DM to run a party full of such characters, but any gain from having complex classes is nebulous.
As it is, the fighter is a little simple for a lot of people. Lotta complaints that it needs more at-will options.