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Savage Species- is there something wrong with me!?
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<blockquote data-quote="I'm A Banana" data-source="post: 723890" data-attributes="member: 2067"><p>Welp, I love the thing! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I run fairly lient campaigns, and I'm VERY glad they gave me the rules and suggestions for having PC's use their imaginations in wierd ways.</p><p></p><p>My only stipulation: "Play whatever you want, give 'em a history, and a reason for doing this, and I'm happy."</p><p></p><p>After all, who am I to say that the air elemental is a bad choice for a PC? A million and one valid and good reasons could exist for an air elemental.</p><p></p><p>In addition, the more complex things will require more explanation. A hobgoblin is easy to make. A drider is more difficult. And an intelligent ooze is near-impossible, without some solid advice on how to do it.</p><p></p><p>In many ways, I'm a bit dissapointed they only pushed the envelope so far...constructs, undead, oozes, animals...sure, these might not fit into average campaigns so easily, but who plays a boring ol' average campaign. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The monster growth thing I've explained with a bit of fantasy biology: the monsters evolve as they fight.</p><p></p><p>In the same way that a raiding herd of orcs is likely to meet the best examples of the sentient races (adventurers, with levels of diverse skills), adventurers are likely to meet the best examples of the monsters (those fully advanced in HD). When born, the creature's aren't up to full strength, full power...they have to grow and evolve. In a normal world, it takes generations, eons, for a creature to turn into something else. In D&D, it takes only a few days of goblin-slaying. It tests you. It makes you grow.</p><p></p><p>A monster evolves physically through experience in the same way that a PC evolves in skills through experience -- PC's just don't have it manifest as clearly as monsters. Their type of being doesn't physically change, reaches it's full form fairly fast. Monsters, on the other hand, aren't born or even fully mature at full power. They have a latent ability to move up the chain of being without having to have offspring.</p><p></p><p>It's kinda like...the first Titan was Medium-sized, and only through going through tests can the body be honed into the full Titan potential.</p><p></p><p>The first human was a commoner. Only through tests can their intellect be honed to full human potential -- the power of a fighter, wizard, cleric, or rogue.</p><p></p><p>I admit, this product isn't for everyone. But it is definately for me...and I'm going to be hosting a little thing here for your joy soon enough...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 723890, member: 2067"] Welp, I love the thing! :) I run fairly lient campaigns, and I'm VERY glad they gave me the rules and suggestions for having PC's use their imaginations in wierd ways. My only stipulation: "Play whatever you want, give 'em a history, and a reason for doing this, and I'm happy." After all, who am I to say that the air elemental is a bad choice for a PC? A million and one valid and good reasons could exist for an air elemental. In addition, the more complex things will require more explanation. A hobgoblin is easy to make. A drider is more difficult. And an intelligent ooze is near-impossible, without some solid advice on how to do it. In many ways, I'm a bit dissapointed they only pushed the envelope so far...constructs, undead, oozes, animals...sure, these might not fit into average campaigns so easily, but who plays a boring ol' average campaign. ;) The monster growth thing I've explained with a bit of fantasy biology: the monsters evolve as they fight. In the same way that a raiding herd of orcs is likely to meet the best examples of the sentient races (adventurers, with levels of diverse skills), adventurers are likely to meet the best examples of the monsters (those fully advanced in HD). When born, the creature's aren't up to full strength, full power...they have to grow and evolve. In a normal world, it takes generations, eons, for a creature to turn into something else. In D&D, it takes only a few days of goblin-slaying. It tests you. It makes you grow. A monster evolves physically through experience in the same way that a PC evolves in skills through experience -- PC's just don't have it manifest as clearly as monsters. Their type of being doesn't physically change, reaches it's full form fairly fast. Monsters, on the other hand, aren't born or even fully mature at full power. They have a latent ability to move up the chain of being without having to have offspring. It's kinda like...the first Titan was Medium-sized, and only through going through tests can the body be honed into the full Titan potential. The first human was a commoner. Only through tests can their intellect be honed to full human potential -- the power of a fighter, wizard, cleric, or rogue. I admit, this product isn't for everyone. But it is definately for me...and I'm going to be hosting a little thing here for your joy soon enough...:) [/QUOTE]
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