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EQ MM: Where'd all these hit points come from?
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<blockquote data-quote="ced1106" data-source="post: 509580" data-attributes="member: 7551"><p>They ended up doing a sort of shorthand: Instead of a base monster and adding class levels, the designers assumed GMs wanted a "monster they could play out of the book" and list different tiers of HD (with commesurate abilities) for several monsters. Each tier is a different tribe. So for orcs, they have Deathfist Pawns (1 HD), Crushbone Centurians (5 HD) and Crushbone Prophets (Shaman version), and Ry'gorr (15HD) and Ry'gorr Mystics. To add classes to a creature, take the base type and add levels, using the multiclass rules. I guess that'll work.</p><p></p><p>Actually, my criticism of the EQ MM is that, instead of the "generic" monster the D&D MM has, the EQ MM is the "Monsters of Norahh" -- in other words, selling a setting as much as a creature list. Conventionally, the DMG has the encounter tables, but, not familar with EQ online, I really would have liked tables telling me which creatures are found in which parts of Norrah (especially since such creatures would be of similar challenge levels to the PCs...!)</p><p></p><p>EQ characters have the same HD as D&D characters, but require more XP per level. OTOH, With racial modifiers as high as +4 and +6, gaining Con bonuses is easier for an EQ character than D&D character. </p><p></p><p>EQ characters seem to do more damage. With the racial modifiers, most non-humans can have 18 or higher in two abilities. (High strength is good! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(:" title="Smile (:" data-smilie="1"data-shortname="(:" /> Spellcasters can cast more spells, although a spell doesn't increase in potency as the caster increases in levels. For example, this min/maxed first level mage can cast ten 1d6 Burst of Flame spells, one per round, although at 3rd level, he had better find a better spell to cast, since the spell will still only do 1d6 damage per casting.</p><p></p><p></p><p>Cedric.</p><p>aka. Washu! ^O^</p></blockquote><p></p>
[QUOTE="ced1106, post: 509580, member: 7551"] They ended up doing a sort of shorthand: Instead of a base monster and adding class levels, the designers assumed GMs wanted a "monster they could play out of the book" and list different tiers of HD (with commesurate abilities) for several monsters. Each tier is a different tribe. So for orcs, they have Deathfist Pawns (1 HD), Crushbone Centurians (5 HD) and Crushbone Prophets (Shaman version), and Ry'gorr (15HD) and Ry'gorr Mystics. To add classes to a creature, take the base type and add levels, using the multiclass rules. I guess that'll work. Actually, my criticism of the EQ MM is that, instead of the "generic" monster the D&D MM has, the EQ MM is the "Monsters of Norahh" -- in other words, selling a setting as much as a creature list. Conventionally, the DMG has the encounter tables, but, not familar with EQ online, I really would have liked tables telling me which creatures are found in which parts of Norrah (especially since such creatures would be of similar challenge levels to the PCs...!) EQ characters have the same HD as D&D characters, but require more XP per level. OTOH, With racial modifiers as high as +4 and +6, gaining Con bonuses is easier for an EQ character than D&D character. EQ characters seem to do more damage. With the racial modifiers, most non-humans can have 18 or higher in two abilities. (High strength is good! (: Spellcasters can cast more spells, although a spell doesn't increase in potency as the caster increases in levels. For example, this min/maxed first level mage can cast ten 1d6 Burst of Flame spells, one per round, although at 3rd level, he had better find a better spell to cast, since the spell will still only do 1d6 damage per casting. Cedric. aka. Washu! ^O^ [/QUOTE]
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EQ MM: Where'd all these hit points come from?
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