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Monster Manual Suggests Changes Are Coming to Some Playable Species
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<blockquote data-quote="Staffan" data-source="post: 9560270" data-attributes="member: 907"><p>Giving types and subtypes mechanical weight that isn't included in the stat block means it's easy to miss that weight. For example, in 3e vermin (insects, spiders, scorpions, worms, etc) had Darkvision and were immune to mind-affecting things. And sure, the stat blocks called out "Vermin traits" but didn't list what those traits were. So when the wizard casts <em>color spray</em> on a giant ant, it's easy to miss that they're immune. In addition, it means that if you want something like She-Lob, who is a giant spider-like monster that definitely does have a mind of her own, you have to make her something other than a Vermin.</p><p></p><p>It's much easier to just put all that info in the stat block of the monsters where it belongs, and use creature types and sub-types as a hook on which you can hang other effects.</p><p></p><p>It should be noted that the PF1 core rule book has a lot of material that's in the DMG in 3.5e (like magic items and encounter building). The PF1 Game-Master's Guide is more of an advice book. Same thing really in PF2.0.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9560270, member: 907"] Giving types and subtypes mechanical weight that isn't included in the stat block means it's easy to miss that weight. For example, in 3e vermin (insects, spiders, scorpions, worms, etc) had Darkvision and were immune to mind-affecting things. And sure, the stat blocks called out "Vermin traits" but didn't list what those traits were. So when the wizard casts [I]color spray[/I] on a giant ant, it's easy to miss that they're immune. In addition, it means that if you want something like She-Lob, who is a giant spider-like monster that definitely does have a mind of her own, you have to make her something other than a Vermin. It's much easier to just put all that info in the stat block of the monsters where it belongs, and use creature types and sub-types as a hook on which you can hang other effects. It should be noted that the PF1 core rule book has a lot of material that's in the DMG in 3.5e (like magic items and encounter building). The PF1 Game-Master's Guide is more of an advice book. Same thing really in PF2.0. [/QUOTE]
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Monster Manual Suggests Changes Are Coming to Some Playable Species
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