I don't remember ever stating that.As far as I understand monsters gain max hp per hit dice plus their con modifier.
I don't remember ever stating that.
By the RAW monsters have the same HD variations (plus d12 for some). No reason why the same formula wouldn't be used for monsters as well.
If you have some innovative insight regarding how monsters' HP should be handled, you're rome than welcome to present it.
My bad. For a moment there I thought you were going for RAW-HR mesh (don't ask my why).Doesn't this "All creatures gain maximized HP according to their racial HD (either as given in the relevant Monster Manual or character races' HD - according to the Races' spoiler) plus their CON-score." mean that they get max hp for every HD plus their con modifier?
EDIT: Just noticed it says con-score. But "the maximised HP" is still confusing.
1. All classes have built-in features that greatly aid their defensive capabilities.I wish I had.
Anyway the only thing that slightly alarms me is that, the reduced hp might cause a problem even with the typical 3.5 monsters. That said the classes are maybe more powerful and certainly more flexible so I'll see how that plays out and then comment with my mind blowing insight.
The last spoiler of entry #3 is there specifically to make you not care about WBL ([FONT="]for the motivations, go to entry #1 – open the “Basically, I'm attempting to...” spoiler and go down to objective #7[/FONT]).Just another question. Do you think I should generally follow the wealth per level and treasure per encounter guidelines in the 3.5 core rulebook?
I am expecting the players to fight monsters of up to their CR+2 (very rarely 3) and that I will follow the book of gears suggestions (so no major magic items in shops etc.).
My bad. For a moment there I thought you were going for RAW-HR mesh (don't ask my why).
EDIT: Just as PCs gain max HP for their racial HD, so do monsters. This is the only thing that would still legitimize the term HD and the entire HD mechanics (losing that would have too great an impact on the game to even consider as an option).
1. All classes have built-in features that greatly aid their defensive capabilities.
2. The characters would have a lot of means, game-mechanics-wise, to utilize.
3. Go over the feats section once more.
4. There are quite a few official feats (Elusive Target being one of the more obvious) to aid increase survivability in combat.
The last spoiler of entry #3 is there specifically to make you not care about WBL ([FONT="]for the motivations, go to entry #1 – open the “Basically, I'm attempting to...” spoiler and go down to objective #7[/FONT]).
Accumulating magical gear was never a key objective of heroes or vilains in top grade folklore and it shouldn't be so in a top grade RPG (just imagine Aragorn walking about and with every other footstep something magical falls out of his pockets - ridiculous, aint it?).
Give the characters all the monetary wealth you feel like and make magical items' trade practically non existant. If they have to spend months or maybe even years on item creation (that could easily fail), they'll think really hard before making an attemt and maybe try to build a stronghold instead. You could also weave the storyline to make it next to impossible for them to spare the time for such long endeavors or acquire any necessary materials you might find appropriate.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.