Staffan said:Probably because vampires don't work that way in D&D.
Um, you're kinda much missing out on the whole point of Savage Species, which is to change the way monsters "work" in D&D.
When a vampire kills you, you either become a vampire spawn and stay that way forever (or until some enterprising adventurer comes along and kills you again), or you become a "real" vampire which is a template. The template-vampire could then advance as a character class, but the vampiric powers wouldn't change.
You're really not getting it. I'm familiar with how vampires work in the 3e MM. But what you're saying is applicable to pretty much all monsters prior to Savage Species, is it not? Ghouls, ogres, air elementals, and flesh golems weren't built to advance in levels and gain their abilities incrementally either. The whole lame "Vampire Spawn as monster, True Vampire as template" is basically just the best way they had at the time to reflect that there is a great variety of vampires of vastly different power levels--some which are little more than a wight, some which are monsters of legendary might that make them lords of their realm.
D&D vampires are *not* White Wolf vampires that have to learn how to use their vampiric abilities.
Maybe it's just me, but you seem to actually be going out of your way to *not* get it. Here's the deal: Savage Species is a book for people who want to play monsters. Vampire is one the classic monsters people have wanted to play. One of the ways that Savage Species makes monsters playable is by repackaging them as classes that gain new abilities as they advance, rather than just getting those abilities as a lump sum from the moment they're born, created, risen, or what have you. Vamps adapt at least as well to this idea as any other monster.
You know the whole "Tools not rules, options not restrictions" mentality that 3.5 is supposed to embrace? Try giving it a shot, rather than telling people how things are or aren't supposed to work.
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