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Monsters taking PC classes: I want it in Next.
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<blockquote data-quote="Chris_Nightwing" data-source="post: 6019881" data-attributes="member: 882"><p>Whosoever mentioned the different between humanoids and non-humanoids: this is the nail I was trying to hammer in the 'I don't like elites/solos' thread that came up a while back.</p><p></p><p>I want humanoids to follow PC rules, because in most cases, the PCs should be able to achieve the same things as them. So if the creature wears armour and uses weapons and casts spells by waving its arms around, build it like a PC. That's always been complicated because we insist on making disparate class mechanics so that things are unique, and we also front load these setups so that PCs are interesting right away. The solution to that goes hand in hand with the multiclass conundrum - you have to try to unify systems so that classes are truly additive, and then uniqueness comes from ability within those systems. Although, their proposed multiclass solution of a separate advancement table, might make it easier to pimp out these monsters.</p><p></p><p>Other creatures, a shopping list of abilities and a suggested 'cost' for each would be good. 4E did a good job if you wanted the right damage for a particular power, but it was just as nebulous as everything else if you wanted to give a creature a strange defence or non-damage power.</p><p></p><p>I am also against the 'PCs are special' premise. Your 'fiction' is no better than mine if you run your game this way, it's just your preference.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6019881, member: 882"] Whosoever mentioned the different between humanoids and non-humanoids: this is the nail I was trying to hammer in the 'I don't like elites/solos' thread that came up a while back. I want humanoids to follow PC rules, because in most cases, the PCs should be able to achieve the same things as them. So if the creature wears armour and uses weapons and casts spells by waving its arms around, build it like a PC. That's always been complicated because we insist on making disparate class mechanics so that things are unique, and we also front load these setups so that PCs are interesting right away. The solution to that goes hand in hand with the multiclass conundrum - you have to try to unify systems so that classes are truly additive, and then uniqueness comes from ability within those systems. Although, their proposed multiclass solution of a separate advancement table, might make it easier to pimp out these monsters. Other creatures, a shopping list of abilities and a suggested 'cost' for each would be good. 4E did a good job if you wanted the right damage for a particular power, but it was just as nebulous as everything else if you wanted to give a creature a strange defence or non-damage power. I am also against the 'PCs are special' premise. Your 'fiction' is no better than mine if you run your game this way, it's just your preference. [/QUOTE]
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