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<blockquote data-quote="ichabod" data-source="post: 1313991" data-attributes="member: 1257"><p>I have used the feats and templates on monsters, and that has worked out really well in that some of the stuff surprised the players. Nothing turned out over powered.</p><p></p><p>The best thing for me is the monster races. I've replace all ECL races with monster classes. This allows not only any race for a low level character, but it lets the player decide how much they want to blow on their race. If they just want some of the benefits of the race they don't have to take all the levels, and they can concentrate on the class levels. If you treat racial levels as prestige classes, this also allows them to spread out the shaft levels.</p><p></p><p>I haven't tried it with big monsters from the MM yet, just low LA races of my own design. I'd carefully look at their classes and ECLs though, as my experience and what I'm reading here makes me think "great ideas, poor in the execution."</p><p></p><p>I'm making an item called a Dragon Helm, which allows you to take levels as a dragon, and eventually turn into one. Since classes aren't given for the dragons, I've been working up my own. Consider the copper dragon. Wyrmling has 5 HD and LA 2, so 7 levels to get all those benefits. No problem. Very young, 3 more HD, 1 more LA, 4 more levels to get those benefits. Young is exactly the same: 3 more HD, 1 more LA. But compare young and very young. Every increase is the same, but young also gets extra fly speed, +2 con, +2 int, +2 wis, +2 cha, and a caster level. Sure, it's maneuverabilty and size bonuses go down, but with everything else it gets, that is certainly a more powerful age category, but it takes up the same number of levels. Now, this is not something that can't be dealt with using the ideas of the book, it just doesn't seem to be dealt with very well in the book.</p></blockquote><p></p>
[QUOTE="ichabod, post: 1313991, member: 1257"] I have used the feats and templates on monsters, and that has worked out really well in that some of the stuff surprised the players. Nothing turned out over powered. The best thing for me is the monster races. I've replace all ECL races with monster classes. This allows not only any race for a low level character, but it lets the player decide how much they want to blow on their race. If they just want some of the benefits of the race they don't have to take all the levels, and they can concentrate on the class levels. If you treat racial levels as prestige classes, this also allows them to spread out the shaft levels. I haven't tried it with big monsters from the MM yet, just low LA races of my own design. I'd carefully look at their classes and ECLs though, as my experience and what I'm reading here makes me think "great ideas, poor in the execution." I'm making an item called a Dragon Helm, which allows you to take levels as a dragon, and eventually turn into one. Since classes aren't given for the dragons, I've been working up my own. Consider the copper dragon. Wyrmling has 5 HD and LA 2, so 7 levels to get all those benefits. No problem. Very young, 3 more HD, 1 more LA, 4 more levels to get those benefits. Young is exactly the same: 3 more HD, 1 more LA. But compare young and very young. Every increase is the same, but young also gets extra fly speed, +2 con, +2 int, +2 wis, +2 cha, and a caster level. Sure, it's maneuverabilty and size bonuses go down, but with everything else it gets, that is certainly a more powerful age category, but it takes up the same number of levels. Now, this is not something that can't be dealt with using the ideas of the book, it just doesn't seem to be dealt with very well in the book. [/QUOTE]
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