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Quick question re: monsters as PCs
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<blockquote data-quote="77IM" data-source="post: 7312306" data-attributes="member: 12377"><p>Based on the analysis and conversation in this thread, I came up with these provisional rules for my setting, <em>MonsterTown!</em></p><p></p><p></p><p>I'm now trying to come up with guidelines for some of the weirder monster abilities. <ul> <li data-xf-list-type="ul">The DMG suggests that resistances/immunities/regeneration can impose an additional 1.25, 1.5 or 1.75 multiplier. (The DMG suggests reducing the multiplier at higher tiers, but this is based on expected PC capabilities, and monster opponents might not have those same resources at their disposal to bypass the immunities.) Super low hit points are worth a 0.75 or 0.5 multiplier.</li> <li data-xf-list-type="ul">Large size is a little trickier, and seems to be worth about +2 level equivalent per size category above medium. It might vary per tier.</li> <li data-xf-list-type="ul">Spells and spell-like abilities have a minimum level equivalent of the spellcaster level required. E.g., if a monster has an ability that basically works like <em>greater invisibility</em>, a 4th-level spell, then its level equivalent would be at least 7. If this level equivalent is higher than the monster's number of hit dice, give it extra hit dice to reach the level equivalent.</li> <li data-xf-list-type="ul">I'd be willing to modify monster stat blocks to make creatures more playable. For example, a pixie lacks an attack, so I'd be open to giving them an attack somehow. Also, their Superior Invisibility is a 4th-level spell, so I'd suggest replacing it with a regular invisibility, like the 2nd-level spell. Stuff like that.</li> </ul><p></p><p>I love monster PCs. I really hated 3e's <em>Savage Species</em> because it made so many creatures unplayable. But I think 5e's approach is more workable. For starters, monsters tend to be big sacks of hit points, which alleviates the problem in 3e where a monster's special abilities could inflate its level equivalent while leaving it unplayably defenseless. More generally, 5e's flexible approach to monster stat blocks reduces the expectation that PC monsters would need to replicate the stat block exactly; in 3e, a monster's stat block was taken to be the baseline for the species. For example, in 3e, the lizardfolk stat block has 2 HD because they are a 2 HD creature, so PC lizardfolk had to have 2 crappy monster HD before they could get class levels; while in 5e the lizardfolk has 4 HD for no reason other than "it's a good amount of hit points for a lizardfolk stat block to have," and the lizardfolk racial traits work just like any other race.</p></blockquote><p></p>
[QUOTE="77IM, post: 7312306, member: 12377"] Based on the analysis and conversation in this thread, I came up with these provisional rules for my setting, [I]MonsterTown![/I] I'm now trying to come up with guidelines for some of the weirder monster abilities.[list] [*]The DMG suggests that resistances/immunities/regeneration can impose an additional 1.25, 1.5 or 1.75 multiplier. (The DMG suggests reducing the multiplier at higher tiers, but this is based on expected PC capabilities, and monster opponents might not have those same resources at their disposal to bypass the immunities.) Super low hit points are worth a 0.75 or 0.5 multiplier. [*]Large size is a little trickier, and seems to be worth about +2 level equivalent per size category above medium. It might vary per tier. [*]Spells and spell-like abilities have a minimum level equivalent of the spellcaster level required. E.g., if a monster has an ability that basically works like [I]greater invisibility[/I], a 4th-level spell, then its level equivalent would be at least 7. If this level equivalent is higher than the monster's number of hit dice, give it extra hit dice to reach the level equivalent. [*]I'd be willing to modify monster stat blocks to make creatures more playable. For example, a pixie lacks an attack, so I'd be open to giving them an attack somehow. Also, their Superior Invisibility is a 4th-level spell, so I'd suggest replacing it with a regular invisibility, like the 2nd-level spell. Stuff like that. [/list] I love monster PCs. I really hated 3e's [I]Savage Species[/I] because it made so many creatures unplayable. But I think 5e's approach is more workable. For starters, monsters tend to be big sacks of hit points, which alleviates the problem in 3e where a monster's special abilities could inflate its level equivalent while leaving it unplayably defenseless. More generally, 5e's flexible approach to monster stat blocks reduces the expectation that PC monsters would need to replicate the stat block exactly; in 3e, a monster's stat block was taken to be the baseline for the species. For example, in 3e, the lizardfolk stat block has 2 HD because they are a 2 HD creature, so PC lizardfolk had to have 2 crappy monster HD before they could get class levels; while in 5e the lizardfolk has 4 HD for no reason other than "it's a good amount of hit points for a lizardfolk stat block to have," and the lizardfolk racial traits work just like any other race. [/QUOTE]
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