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<blockquote data-quote="gideon_thorne" data-source="post: 2045915" data-attributes="member: 17896"><p>I think ya missed the bit where i mentioned that one could 'make the shape shifting times per day. and even number of forms a <strong>function of level</strong>. <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=":)" /> That would get your shape shifter PrC more or less. I suggested the druid as a start point for the simple reason one could easily extrapolate a shape shifter class right from it. It would get you a 'starting point' so you 'dont have to work from scratch' Even import the 'feats' from the PrC as class abilties in the C&C version. Its not that big a stretch. Many C&C class abilties are feats in 3.5. <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></p><p></p><p></p><p>Ive read all the replies, descriptions and the spell. I read the spell when it was first written. The Physical and Mental primes are still the simple answer. Monsters dont need 6 attributes. They work on a system that involves HD and their primes.</p><p></p><p><em>"The polymorphed character aquires the physical and natural abilities of the creature polymorphed into while retaining his or her own mind." </em> </p><p></p><p>I dont see it mentioning 'attributes', just physical and natural abilties. In other words, use the monster as written. <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=":)" /> For 'attrubute checks' use the monsters HD and Mental and/or Physical prime.</p><p></p><p>I could see one sentence that could be removed in the poly spells description that might clear up the confusion about 'attributes' but beyond that its quite clear.</p><p></p><p></p><p></p><p>Seems pretty straight forward to me. Ive read the book endward to forwards, ive seen all the rules changes from the discourse on its creation over the last year and a half and there really isn't anything in there that is 'missing' to my mind. Bit too much info that I wont use (encumberance) in some places actually. But thats just me. <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=":)" /> The odd sentence could use restructuring here and there for over all clarity. But there is nothing overwhelmingly incomprehensable.</p><p></p><p></p><p> Its certainly more 'info' than I started with in the old Holmes and Moldov books and I was all of 7 or 8 when I got involved in gaming. Back in the day we didnt worry about fiddly bits. Like most folks I hear about who started when I did, and a bit before, it revolved around 'go raid the dragons layer and abscond with his stuff before ya become a pile of ash.' When we grew up a bit other priorities came to the fore. But through all that, one thing was never forgotten. Its a game, the object of the lesson is to role play, and have fun, the 'zen' of the rules so to speak simply gets the rules out of the way of the object of the game. Which can mean many things to many people.</p><p></p><p></p><p></p><p></p><p>No, it's more along the lines of 'its naturally assumed that gamers are creative people who can and most often do come up with their own way of doing things.' <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>Pete</p></blockquote><p></p>
[QUOTE="gideon_thorne, post: 2045915, member: 17896"] I think ya missed the bit where i mentioned that one could 'make the shape shifting times per day. and even number of forms a [B]function of level[/B]. :) That would get your shape shifter PrC more or less. I suggested the druid as a start point for the simple reason one could easily extrapolate a shape shifter class right from it. It would get you a 'starting point' so you 'dont have to work from scratch' Even import the 'feats' from the PrC as class abilties in the C&C version. Its not that big a stretch. Many C&C class abilties are feats in 3.5. :) Ive read all the replies, descriptions and the spell. I read the spell when it was first written. The Physical and Mental primes are still the simple answer. Monsters dont need 6 attributes. They work on a system that involves HD and their primes. [I]"The polymorphed character aquires the physical and natural abilities of the creature polymorphed into while retaining his or her own mind." [/I] I dont see it mentioning 'attributes', just physical and natural abilties. In other words, use the monster as written. :) For 'attrubute checks' use the monsters HD and Mental and/or Physical prime. I could see one sentence that could be removed in the poly spells description that might clear up the confusion about 'attributes' but beyond that its quite clear. Seems pretty straight forward to me. Ive read the book endward to forwards, ive seen all the rules changes from the discourse on its creation over the last year and a half and there really isn't anything in there that is 'missing' to my mind. Bit too much info that I wont use (encumberance) in some places actually. But thats just me. :) The odd sentence could use restructuring here and there for over all clarity. But there is nothing overwhelmingly incomprehensable. Its certainly more 'info' than I started with in the old Holmes and Moldov books and I was all of 7 or 8 when I got involved in gaming. Back in the day we didnt worry about fiddly bits. Like most folks I hear about who started when I did, and a bit before, it revolved around 'go raid the dragons layer and abscond with his stuff before ya become a pile of ash.' When we grew up a bit other priorities came to the fore. But through all that, one thing was never forgotten. Its a game, the object of the lesson is to role play, and have fun, the 'zen' of the rules so to speak simply gets the rules out of the way of the object of the game. Which can mean many things to many people. No, it's more along the lines of 'its naturally assumed that gamers are creative people who can and most often do come up with their own way of doing things.' :) Pete [/QUOTE]
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