DWARF
First Post
Alright, according to the Web-Enhancement for the MM2, the whole point that half-golems began were as an economical way for the poor to afford replacement limbs, since divine magic is too expensive.
Wait a tick here... The cheapest half-golem type is 10,000 Gp. Not exactly an "economical replacement for expensive regenerative magic", especially considering that the level-7 spell "Regeneration" would cost 70 x casters level, which would make it 910 Gp.
So what gives? Perhaps they originally set-up the half-golems as cheap replacement limbs, but then went nuts on the ability's a half-golem gets, like +11 natural armor, etc. Then, to "balance" it, they jacked up the price.
So great, now evil spellcasters have a way of creating super-monsters bent on evil. If that was the ultimate intention of the creators of this template, why not leave it at that? I guess it comes down ultimately to the apparently sacred 3E idea of "balance". Sure some expouse how important it is, but I for one don't find it very realistic. I've considered running a campaign with a few of my good roleplaying players; no character level adjustments, etc. Want to play a half-celestial? Great, start them at level one with everyone else, full ability's. "*GASP* You can't actually concieve of that! It'll be SO unbalanced! There will be characters that are more powerful than others!!! ACK!"
I guess my beef is that I prefer a more realistic game than one based on complete balance, and I really hate to see an attempt at an interesting system greatly changed or ruined because it has to be balanced. Spend 4000 Gold, get +2 to an ability score.
Bah!
Wait a tick here... The cheapest half-golem type is 10,000 Gp. Not exactly an "economical replacement for expensive regenerative magic", especially considering that the level-7 spell "Regeneration" would cost 70 x casters level, which would make it 910 Gp.
So what gives? Perhaps they originally set-up the half-golems as cheap replacement limbs, but then went nuts on the ability's a half-golem gets, like +11 natural armor, etc. Then, to "balance" it, they jacked up the price.
So great, now evil spellcasters have a way of creating super-monsters bent on evil. If that was the ultimate intention of the creators of this template, why not leave it at that? I guess it comes down ultimately to the apparently sacred 3E idea of "balance". Sure some expouse how important it is, but I for one don't find it very realistic. I've considered running a campaign with a few of my good roleplaying players; no character level adjustments, etc. Want to play a half-celestial? Great, start them at level one with everyone else, full ability's. "*GASP* You can't actually concieve of that! It'll be SO unbalanced! There will be characters that are more powerful than others!!! ACK!"
I guess my beef is that I prefer a more realistic game than one based on complete balance, and I really hate to see an attempt at an interesting system greatly changed or ruined because it has to be balanced. Spend 4000 Gold, get +2 to an ability score.
Bah!