Nifft said:
That's actually one of the choices. It's C.
No, it's not. You say "C can't be true, because it says d10, which is a change, not an extension".
Again, consider the Lycanthrope's alternate form.
It contains change: physical ability scores.
It contains repetition: reversion on death.
It contains extension: specifies a standard action, which the general ability does not.
And it contains inheritance: everything about the general ability which isn't contradicted.
So let's apply your A, B, and C:
A/ the features listed by the lycanthrope text are the full extent of what the alternate form ability does; or
B/ the features listed are explanatory, and mere examples of what the alternate form ability does; or
C/ the features listed are extensions, and are in addition to what the alternate form ability does.
By your logic, it's not C, because the effect on physical ability scores modifies Alternate Form. It's not B for the same reason. Which leaves A, the lycanthrope text is the full extent of what alternate form does... so clauses like "
Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space" don't apply, since they're a general rule, not a specific rule.
Under D, though, both the general rules can apply, and the specific rules, and the specific take precedence where there's a contradiction. So the general rule about physical ability scores is overwritten, but the general rule about gear falling off applies normally.
Under D, the bonus hit dice being d10s overrides the general rule for die size, without invalidating the rest of the rules for hit dice. The bonus hit dice counting as regular hit dice with regard to spells repeats the general rule that hit dice count with regard to spells, without invalidating the rest of the rules for hit dice. And all the other rules for hit dice which aren't contradicted or repeated apply normally... because they're hit dice.
Nifft said:
(The average ability increase provided by +2 hit dice is +0.5, and D&D rounds down, so that's +0.)
The average modifier increase provided by +1 to an ability score is +0.5, and D&D rounds down, so that's +0.
... but that's not how it works! We don't add the
average modifier increase... we add the actual modifier increase, based on the original score and the final score! If our ability score increases from 10 to 11, the modifier stays the same. If our ability score increases from 11 to 12, the modifier goes up by 1. The average modifier increase is irrelevant.
Same with hit dice. If hit dice increase from 5 to 7? No ability score increase. If hit dice increase from 6 to 8? One ability score increases by 1. The "average ability increase" might be of statistical interest, but has no effect on the calculation.
-Hyp.