Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Please no monster class levels
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 5889241" data-attributes="member: 42582"><p>You seem to be implying, here, that 4e has no rules for monster customisation. Whereas it actually has extensive rules for this in the DMG.</p><p></p><p></p><p>The issue with class level rules is - what are they for?</p><p></p><p>There seem to be at least two, potentially conflicting, answers to that question in this thread.</p><p></p><p>One is that class level rules reflect some ingame reality of personal development for warriors, wizards etc. So the addition of class levels is modelling some sort of fictional history (of training, development, etc) for a monster. On this approach, a 3rd level Mind Flayer cleric is no different fro a 3rd lvl PC human cleric, except that it's an illithid rather than a normal person who studied in the seminary. If the way the class levels stack with the monster abilities makes it hard to assign a CR/challenge level to the creature, so much the worse for the CR rules. They are not the priority - modelling character learning and growth - including NPC learning and growth - is the most important thing.</p><p></p><p>The alternative answer is that the point of advancing monsters is to produce antagonists who are mechanically suited for the role they are meant to play in the game. On this approach, adding class levels serves as a technique for achieving this goal. What is crucial is that abilities map properly to CR. If adding class levels is one way of doing this, great. If (as I understand to be the case in 3E) it is wonky in various ways (eg I don't think adding 3 levels of cleric to a Mind Flayer would really dobule the challenge it poses, as the CR rules tell me that it does) then we need something better. Of which 4e might be an example.</p><p></p><p>I don't know of any easy way of reconciling these two approaches. The only game that I know of that tries to achieve the first approach <em>within the constraints of a class/level based game</em> is 3E, so I don't know that there are other models to draw on for inspiration.</p><p></p><p></p><p>I'm curious about this, and would like to hear more.</p><p></p><p>My understanding - not based on personal experience - is that CR in 3E is a bit wonky, and that once class levels are added to a creature it can become noticeably wonkier. To put it another way, my understanding is that there is no uniform template (of hp, saves, AC, SR etc) against which a monster can be measure to determine the mechanical level of challenge that it poses to a generic PC party.</p><p></p><p>Conversely, 4e does have such a template.</p><p></p><p>If you aren't too worried about your accuracy relative to a template, then it would seem that customising a monster in 4e is as easy as in 3E - give it a few powers with eyeballed damage and effects, set the defences and hit points to suit the monster level and role, and go! It seems to me that it's only if you're "checking if it works" that you'd take significant time. Is this what is making the difference with 3E? That 3E doesn't have a "checking if it works" stage because "working" isn't such a big priority in 3E?</p><p></p><p>Or is there something different going on that I'm missing (maybe due to a lack of extensive play experience with 3E)?</p></blockquote><p></p>
[QUOTE="pemerton, post: 5889241, member: 42582"] You seem to be implying, here, that 4e has no rules for monster customisation. Whereas it actually has extensive rules for this in the DMG. The issue with class level rules is - what are they for? There seem to be at least two, potentially conflicting, answers to that question in this thread. One is that class level rules reflect some ingame reality of personal development for warriors, wizards etc. So the addition of class levels is modelling some sort of fictional history (of training, development, etc) for a monster. On this approach, a 3rd level Mind Flayer cleric is no different fro a 3rd lvl PC human cleric, except that it's an illithid rather than a normal person who studied in the seminary. If the way the class levels stack with the monster abilities makes it hard to assign a CR/challenge level to the creature, so much the worse for the CR rules. They are not the priority - modelling character learning and growth - including NPC learning and growth - is the most important thing. The alternative answer is that the point of advancing monsters is to produce antagonists who are mechanically suited for the role they are meant to play in the game. On this approach, adding class levels serves as a technique for achieving this goal. What is crucial is that abilities map properly to CR. If adding class levels is one way of doing this, great. If (as I understand to be the case in 3E) it is wonky in various ways (eg I don't think adding 3 levels of cleric to a Mind Flayer would really dobule the challenge it poses, as the CR rules tell me that it does) then we need something better. Of which 4e might be an example. I don't know of any easy way of reconciling these two approaches. The only game that I know of that tries to achieve the first approach [I]within the constraints of a class/level based game[/I] is 3E, so I don't know that there are other models to draw on for inspiration. I'm curious about this, and would like to hear more. My understanding - not based on personal experience - is that CR in 3E is a bit wonky, and that once class levels are added to a creature it can become noticeably wonkier. To put it another way, my understanding is that there is no uniform template (of hp, saves, AC, SR etc) against which a monster can be measure to determine the mechanical level of challenge that it poses to a generic PC party. Conversely, 4e does have such a template. If you aren't too worried about your accuracy relative to a template, then it would seem that customising a monster in 4e is as easy as in 3E - give it a few powers with eyeballed damage and effects, set the defences and hit points to suit the monster level and role, and go! It seems to me that it's only if you're "checking if it works" that you'd take significant time. Is this what is making the difference with 3E? That 3E doesn't have a "checking if it works" stage because "working" isn't such a big priority in 3E? Or is there something different going on that I'm missing (maybe due to a lack of extensive play experience with 3E)? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Please no monster class levels
Top