Monster Types


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my point is that the types system is restrictive and a bit silly. Inevitables are built in factories, for Primus' sake.

You're right that earth elementals are intelligent and self aware. So we come to the Warforged, who is *also* intelligent and self aware, but uses different rules to be so.

I would be happier if:
Inevitables were constructs, lawful, extraplanar, and sentient (but immune to sneak attack; no discernable anatomy) -- but this is a change; to be true to 3.X, they'd be "living" instead of sentient, with whatever that entailed.
Warforged were constructs, sentient, and "living" (with whatever that means for a living construct now)
Earth Elementals were constructs, earthiful, extraplanar, and sentient
and
Stone Golems were constructs, stone (I like material descriptors, what can I say? :) ), and golems (for the shared traits, dontcha know).
 

Zurai said:
Earth Elementals are intelligent and self-aware.
But the type won't imply ability scores, so this difference will not be thanks to it in 4e.

How about this:

Types (and common subtypes):

Beast (dragon, insect, outsider)
Humanoid (centauroid, avian, giant, fey, outsider)
Undead (ghost)
Elemental (golem, ooze, plant, construct)

Actual game mechanics that make the type matter:

Beast - must sleep, breathe, and eat to survive, can't use mounts, its reach is humanoid one size category smaller, its carrying capacity is as humanoid one size category bigger
+ aquatic - doesn't breathe air, can live underwater, swim speed, no land speed
+ dragon - can speak
+ insect - immune to mind effects
+ outsider - can be summoned and banished, can't be resurrected

Humanoid - must sleep, breather, and eat to survive, ...
+ aquatic
+ centauroid - can't use mounts, can take standing high jump
+ avian - has fly speed, can't wear armor
+ fey - some rule related to feywild
+ giant - no idea, but likely to stay anyway
+ outsider

Undead - doesn't sleep, breathe, eat, immune to negative energy, immune to cold damage, immune to disease and poison, no Con score, and so on, different senses
+ ghost - incorporeal, respawn
+ outsider

Elemental - doesn't breathe, sleep, or eat, can't be critted, can't be flanked, different senses, immune to poison and disease
+ aquatic
+ construct - mechanical structure
+ golem - magic immunity
+ ooze - engulf
+ outsider
+ plant - fire vulnerability

Aboleth - beast
Beholder - beast
Mind Flayer - humanoid
Iron Golem - elemental (golem)
Silver Dragon - beast (dragon)
Kraken - beast (aquatic)
Inevitable - elemental (construct, outsider)
Couatl - beast (elemental)
Raptoran - humanoid (avian)
Phasm - elemental (ooze)
Vampire - humanoid
 
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I had a big long passionate tract, but this isn't really the place for it, and I'm too loopy to make it come out in acceptable english ;)

I guess my question is "why do types matter"?

I think they're useful for targeting: knowing whether a ranger's favored foe comes into play, making targets for bane weapons, deciding whether Charm Serpents applies on a dragon, deciding whether the Serpent Cultist can summon monster X, or boost the morale of same.

I think they're useful for lumping groups of abilities together: Does it breathe? Can it breathe underwater? Does it have darkvision? Is it harmed by a cure-light-wounds spell? Does it glow in the dark? Is it, in its natural state, invisible, on fire, or otherwise bizarre?

I think they're useful for determining cultures: what languages should this speak, by default? Which weapons? Which animals does it tend to be encountered with? Which spells does it cast?

I think they're useful for body type questions -- stability bonuses, for instance, are inherited from "type", of a sort.

I posit that you can mix and match your answers to these questions, such that a monster can be defined by taking a grab bag of types. Undead-goblin-serpent-fire is silly -- any lengthy random list is -- but it's kind of cool, conjuring up the image of a hunched over scaled goblin with a venomous bite whose shriveled flesh burns with spectral flame.
It takes some sort of effect from cold, a side effect of the fire descriptor, and is harmed by curing; it speaks Goblin, wields goblinoid weapons, and is counted in any effects that affect Goblins, though it has a ton of resistances/immunities from being undead.

If I decide that this week, I want it to be warlike, I swap Fire for War, and change only a few abilities. Same with changing Undead for Draconic, or Elemental, or Construct. And when I decide that these are the undead "heroes" of the Naga people, I remove the goblin descriptor, and keep using the same stats.

Looks like I still had a tract. Sorry. Darn.
 

If I had my druthers, I would like to see types lose certain special abilities and make them into Special Abilities. Creatures that are immune to criticals would have a line stating that, which would have the side benefit of eliminating certainty (it's an undead - you can't crit it!) and introducing variety.
 

Lackhand said:
I've wanted this for years, starting ill-thought-out threads and threadcrapping about it.

It's not threadcrap here! Yay!

I want them to go, but be replaced.
Specifically, I'd like Types, Subtypes, Descriptors, and Templates to be put in a blender (we can set some template and descriptor aside to be used separately, later, but bear with me here), and for someone to press "liquefy".

*snip for space*

I don't normally do this but....


What he said.
 

Here's my thinking:

- Humanoids (includes Giants)
- Beasts (includes Animals, Dire Animals, Magical Beasts & Vermin)
- Aberrations (includes Oozes, which have the [Amorphous] subtype)
- Constructs (includes [Living] constructs)
- Fey (includes Elves)
- Elementals
- Outsiders
- Undead

They'd be grouped into five broad categories:

Mortals: Aberrations, Beasts, Humanoids
Constructs: Duh.
Green Spirits: Fey, Elementals
Bright Spirits: Outsiders (all of them)
Dark Spirits: Undead (all of them)

... and spells would be able to affect or hedge out critters based on descriptor or broad category.

So, [arachnid] would be a subtype shared by phase spiders, huge monstrous spiders, aranea and retrievers. You could have a single anti-spider ward hedge out all four, even though they are all of very different types.

Cheers, -- N
 

Nifft -

The only reason I couldn't see that working is Elementals and Demons basically come from the same place. I'd just shift Elementals from the Green to Bright spirit category.
 

Pale said:
The only reason I couldn't see that working is Elementals and Demons basically come from the same place. I'd just shift Elementals from the Green to Bright spirit category.
I figured there would be a distinction between the corrupted and the uncorrupted... also, IMHO Djinn and their ilk are basically half-way between Fey and Elementals, so I'd like a nice unambiguous place to put them. :)

I forgot Dragons. They are problematic, because I don't think of them as either mortal or unnatural. Maybe they're the kings of the incarnate Green Spirits?

Cheers, -- N
 

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