D&D 5E Wandering Monsters- playable monsters

Using the term "normal enough" vs "fantasy enough" are almost the same in this context. Plus you didn't answer my question. Humans are good, elves are good, dwarves are good. What about halflings, gnomes, orcs, kobolds, gnolls, goblins, hobgoblins, bugbears, ogres, giants, pixies, dragons. I'm assuming some of these lie on the other side of "normal enough" or "normal people" whereas the others don't. I certainly have a line but rules-wise I don't see it. I personally wouldn't allow a bugbear in my game, but that reason is ONLY a roleplay restriction, NOT a rules one.
Sorry, didn't realize that was a question. In my games, I generally only allow civilized races. Basically, I want races that could walk into the average city in Greyhawk or Forgotten Realms without attracting attention for how rare or weird they are. Which generally means the races that have been in a player's handbook in any edition of D&D. Which basically means no Orcs, Kobolds, Goblins, Bugbears, Hobgoblins, etc. Since most of the cities have been actively attacked by them and consider them enemies. Though, I have considered exceptions to this rule for various games.

It is a role playing rule as well. I certainly would like to see rules for nearly every humanoid race who doesn't have super powers to be used as PCs for DMs who want that.
Who says it is a hero's journey, and only such? I mean who says beyond you, of course.
Nope, just me. That's why I said "The way *I* see D&D".
- I assumed the game was more about dungeon delving and slaying monsters. Something that wasn't really done all that often in LotR. Gandalf, probably the strongest caster in the LotR universe displayed power comparable to a 3.5 cleric of 5th level (IIRC). Are we all limited to this vision of yours?
Nope, see above. Though, I would like to see magic toned down fairly dramatically in D&D. At least in terms of campaign altering spells like teleport, etc. But that's not really related to this topic.
- I like games that are decidedly not hero's journey. Some barely have a beginning and most have no end. I do sandboxes, I do cityscapes, I dungeon delve. I don't have a master who teaches me things, then who dies, I don't save a princess, ascend, then return home, etc. of the hero's journey.
We do that too. The hero's journey doesn't necessarily have to be Epic. It, at least for me, just has to involve overcoming fear and fighting against nasty things that only you have the ability to beat. You fight deep into caves because you are an adventurer...trained in skills most people don't have and with the courage to use them in the face of death.

It means something to me when I see someone claw their way from 1st level to 10th level and then defeat that Beholder. They wouldn't have been able to defeat it at first level, but they fought their way through danger after danger and survived in order to get there.

Something about a Dragon who shows up, likely without any experience at all in order to adventure with the rest of them makes those accomplishments a lot less important. After all, why bother risking your life training yourself for years in order to be good enough to take on a beholder when there is already adventuring dragons out there taking care of the problem for you.

I've always considered part of the reason the world NEEDED adventurers is that no one else was brave enough or had the mentality to do the adventuring thing. Therefore it gave the PCs a unique "You are the only ones who can do this" vibe.
- Who (except you) is saying a dragon should be in a party with a first level fighter? WHO? Not who wants, but who says it SHOULD.
Should? I don't know. I know there were plenty of discussions about making lowered powered versions of many other extremely powerful creatures to allow them to be played at 1st level. Some of the Monster Classes that existed in 3e allowed you to play some pretty nasty creatures at 1st level. Dragons? Probably not.

Though, it's so much easier to be able to start a character at 1st level and continue it throughout a campaign rather than play something you don't want to play and switch to what you actually want later. I have a large beef with people continually switching characters in my games. Mechanics that encourage it make me frustrated.
Okay, so human vs dragon = epic. Dragon vs dragon = epic.

Beyond that, the only difference I see is playstyle preference. I like a different one from you. So, they should only make your style and ignore mine? I assumed the answer for that is No. Instead, as they have stated, it should resemble something like; make two options and let people decide what they want to use.
I never said they should ignore your playstyle. I simply stated why I didn't like monsters as PCs in my games. I don't know where you got that I was trying to remove these rules from D&D entirely. I just said they were hard to do and if they were going to implement them I'd like them to be balanced so I could use them.
There is no "focus of DnD" style. It is not about heroism anymore than it is about .. dungeon delving (and that alone). The type of disney-esque heroism you describe (of prince charming fighting the evil dragon, winning and story over) is ONE focus among many.
Most of my games ARE dungeon delving. It's still about heroism as I mention above. I just like PCs to be extremely above average for their race and fighting monsters way beyond the power of the average member of their race.

There's a reason that there is almost no fairy tales about the dragon who saves the kingdom from the invasion and why there are so many tales about brave knights. We as humans like stories of bravery and heroism. We use Halflings, Dwarves, Elves, Gnomes, and so on as proxies for Humans with slightly different personalities. We can still see ourselves in them.
Doesn't have to. There are so far, I think, six solutions (in this thread) to have monster PCs not be more powerful than everyone else in the group.
Some monsters simply have an iconic ability that is way beyond what a PC should ever possess. If you want those races to be playable in game it always comes down to 3 solutions: Allow the ability anyway and simply allow that PC to be more powerful than everyone else, change the iconic ability so it's less powerful, or remove it entirely. Basically, none of these solutions is satisfying to me. A Mind Flayer without a Mind Blast isn't a Mind Flayer. A Mind Flayer with a Mind Blast is over powered and shouldn't be allowed into the game.

That was literally the first three sessions of my most successful and by ALL accounts most fun game I have run. Probably top 5 (maybe top 3) best games I have ever been in (or run). Over the course of that game I had (PCs or adventuring with them NPCs) two half-dragons, two ogres, two giants, an eryines, a centaur (two if you count his non-adventuring NPC wife), a tiny sentient magical ball, and about two times as many humanoids (compared to all the previous "monsters" combined).
Doesn't sound all that much fun to me. But most play experiences are subjective and are often more about the players at the table and the table banter than the game itself. I hate intra-party fighting and conflict. Fighting(even friendly fighting) other PCs and having to keep them in line all the time is one of my least favorite things to do in an RPG. I play them to work together not to have to constantly babysit one of the other PCs who might wander off and get himself arrested for murder if I don't constantly pay attention to him.

As a side note, IMHO, a Wizard who is capable of killing someone easily and role plays being scared of them isn't roleplaying correctly. If I have a gun pointed at your head from 20 feet away and you threaten me, I'm not going to be scared.

No one had and trouble keeping up with the monsters. Keeping them in check? Absolutely, but that was the fun. In fact, due to LAs and HP inflation the number of the monsters were NOT a factor at higher levels. There were less at higher levels than at lower. In fact the two most alien party members were a little girl (who had a god-spark within her) and an ancient grey elf wizard.
It doesn't sound like you fought any real encounters or did much combat that wasn't between party members. It was mostly roleplaying. In most roleplaying situations where there is no goal, each person is on equal footing. After all, you are mostly just saying what your character says and does.

Don't get me wrong, I understand where you are coming from. It was super cool the first 5 or 6 times we played monsters as well. It was different. We weren't roleplaying the same situations we had always role played. We instead got to play the "what if" game. What if a Dragon entered town, how would everyone react? Wouldn't that be hilarious? What if an Ogre came to the front gate of a city and demanded entrance? And so on. Then, once you've explored those situations a number of times, you realize that you are spending so much time dealing with THEM and so much less time searching for the Rod of Seven Parts in order to destroy an evil demon.
I am well aware of balance problems. The issue, as I correctly state, is not balance. It is imbalance. No one wants to play in a game where one PC can wreck an entire encounter solo. That is an issue that is very real (as I said) and that they are aware of and working on.
Same thing. Imbalance is a lack of Balance.

I understand they are working on it. However, as I've said above there's no good solution to the problem for many, many monsters. Orcs and Bugbears, sure....they are big, strong humans that don't have any super magical powers. For other creatures, it just isn't possible to balance them.
Agreed. So, no dragons in first level parties. Check.
Or in 20th level parties. Just no dragons.
So, no mind flayers at first level, check. Who (outside you) is suggesting this?
In 3.5e there was an entire book showing you how to start creatures like Firbolgs at first level. One of the options in the poll was that there should be a lesser powered version of creatures to allow them to be played at low level.

But my point is that the ability of a Mind Flayer is overpowered at EVERY level. So it doesn't matter when you start as one, you already have an advantage that every other PC will never receive.
Do you know how often I've ever seen a party of 4 standard races? Never. Especially at higher levels, where a dragon would be present under virtually EVERY model. By that level every party member can have ungodly power or gear, heck, they can even kill powerful dragons by that point in a matter of SECONDS. Hardly heroic :P
That's because the non-standard races are clearly better. Who wouldn't choose them given the choice? They have extremely powerful abilities that you can't get if you choose a normal race.

But it is still heroic. Yes, they may have super powerful abilities, but they worked to get those. They were once an average human perfectly capable of being killed by a dagger. There is still a little bit of lingering fear from a time where fighting dragons would have been considered absurd.

Which is quite different from "I'm a Fire Giant. I'm capable of leveling entire cities by myself...always have been."
Um.. why? Why not the bard with insane CHA? The wizard who can charm people? The fighter who might actually be a noble knight?
Well, first of all, it's likely that with the stat modifying for being a dragon, the dragon has a more insane CHA. They also have a list of spells if they are old enough. Capable of charming people as well.

I know when I played a dragon back in 2e that I had the highest of almost every stat and could cast essentially the same number of spells as our Wizard. While having the best AC in the group. Though I rolled low for hitpoints and was still the laughing stock of our group given how close I came to death every combat.

But beyond that, I was referring to the NPC assuming the dragon was the leader...because he's a dragon. So the DM would have NPCs approach him first and ask for his approval before speaking and no matter what the party agreed to, they made sure the dragon agreed. If he didn't, they'd ignore anything else the rest of the party said.

After all, the average person(and probably rightfully so) believed that a dragon was much more powerful, majestic, rare, and worthy of respect than some Elf in armor with a sword.
People might initially notice a dragon. But that doesn't mean anything as far as "acknowledge the other PCs presence" goes.
This was an average interaction for us:
DM: "As you approach the city, you hear shouts of alarm as they yell out 'DRAGON!'. Before you can can reach the gates, there are now 20 men with pikes guarding the entrance. They all look extremely scared but hold their ground. They don't approach. After a few tense minutes, a man in robes walks up behind them, using them as a shield as he yells out to make sure the dragon can hear, 'What have we done to offend you, Dragon? Or perhaps their is something we can help you with. We live to serve the Draconic kind.' You can hear a note of desperation in his voice. He knows he would lose if he was forced to fight the dragon."
Bard: "Alright, I walk up to him and I say that we are just looking for a place to stay for the night."
DM: "The man looks up at the dragon and says 'Is this one of your servants, great drake? Would you like us to negotiate with him?"
Bard: "Look man, I'm right here. You don't have to talk to my dragon friend, I'm our leader."
DM: "The man looks up at the dragon expectantly, afraid to respond to the Bard and invoke the wrath of the dragon for paying attention to his servant over him."
Dragon: "Sigh, I say that it's ok and he can talk to the Bard as he speaks for me."
DM: "The man looks down and says, 'How can we help you, servant of a dragon?'"
Friends of the dragon might be treated similarly. If this is a real concern (either way) for the party then maybe they should leave him outside of town and go in first to make sure he is okay. This sounds like great RP to me.
It can be, the first time. But it gets tedious. In most of our games, we've long got bored of roleplaying common social situations. Most town visits consist of "You go back to town, you find an inn to rest for the night, it costs each of you 5 sp. In the morning, you are on your way west..."

When we had monstrous PCs, it was always a large discussion of logistics...Is the monster PC going to be accepted in this town? Can they fit through the entrance? Is the bed in the inn strong enough to hold them? How much extra money does it cost for their food, given their size? How many people gawk and stare or ask him questions? How does he answer?
This also sounds exactly like the same things that might happen if the party entered town with an angel or a friend, or even an orc or half-orc party member. Roleplaying, just too bad you can't get that out of your heroic RPG.
That's correct. Which is why we try to avoid allowing any PC that is going to cause a fuss. At least with an NPC, it can be fun to role play an odd situation. Though we don't make a habit of introducing such creatures as NPCs that often either.

In general, the villagers should probably be running away. People who kill dragons should probably be running to do that. So, that should happen. No one has to say this seems out of place, because it isn't. Problem solved.
It's that it gets in the way of the plot of the game. When we are playing "Return to the Temple of Elemental Evil" and we are attempting to convince the King of Furyondy to lend us his army so that we can fight off a bunch of evil cultists who was to destroy the world it feels like we are getting absolutely nothing accomplished when we spend an hour of the session roleplaying just getting the dragon through the door.

Essentially, the session, which SHOULD have been about the roleplaying between the King and the PCs becomes dominated by the roleplaying of the dragon. The game becomes more about him than the plot of the game.
Right, which is not itself a problem. There have been a lot of good stories about monsters as a member of the team. There have been entire series about it. It is a game style. It is not what you want, and so when you are running a game you should exclude monster-PCs. That has no bearing on the rest of us.
You're right, it doesn't. Nor did I say it did. These are just the reasons, *I* don't like monster PCs.
Okay, and? They aren't trying to balance them. They are trying to stop imbalance. Balance is everyone has the same options at the same time at the same level, no one wants this. Imbalance is character A can shoot fireballs, fly, scare people; character B can only run around and hope they fall onto his sword (because let's say he can't hit them on his own). Spot the difference? Both are bad. They are at opposite ends of the spectrum. WotC is moving along from imbalance to balance, but they don't want balance by itself. If they did it wouldn't matter what race/class you choose.
Balance is defined differently by different people. I believe balance to be "The sum total of your abilities are as useful to the game as the sum total of someone else's abilities while no one ability you have is extremely overpowering in the game."

Balance≠The same

It's hard to pinpoint balance because each game has a different focus and in one game being able to fly at will is extremely broken and overpowered and in another, no one cares because flying doesn't help you accomplish your goals. However, the goal should be as closed to balanced as possible.
So, don't make the disadvantage nebulous.
The problem is that ALL roleplaying disadvantages are nebulous. The DM has a lot on his plate. Sometimes he's so focused on writing up a 30 page description of all the buildings in this town that he built and planning the encounter where you meet the mayor and discuss the gem you are searching for that he's willing to completely ignore the fact that "People hate Ogres and won't allow them inside their cities" because it disrupts the flow of his game.

Then again, he might be willing to ignore that disadvantage simply because he's tired of roleplaying NPCs who are angry at the Ogre. Especially if nothing concrete ever comes out of it. People hate him, but what happens if they try to attack him? Now you have to run a combat. How long will that take? What does that mean for the rest of the PCs who need information from someone inside? Or will they try to approach the city without the Ogre and will you have to run an entire session while the player of the Ogre sits there being bored because they have been excluded?

Easier to ignore the disadvantage and move on with the game rather than deal with the headache.

However, even if it isn't ignored, it still amounts to nothing. People don't like you, no big deal, just avoid people. And avoiding people works for 90% of all role playing disadvantages. If you are a player who doesn't care about interaction anyways, it just gives you an excuse not to interact and in exchange you can be more powerful than everyone else in combat. It's a win-win for these sorts of players.
That they are unwilling or unable to play with that disadvantage does not invalidate the trade off. What if we were playing chess and instead of allowing the knight to jump over other pieces you said they had to have a clear path. That would change the power of the knight. It would change it in a way that should not be allowed. If you don't want to play with the knight as created (only having half the ability and ignoring the other half) then you are using it wrong.
But that's not what's going on here. Roleplaying and rules don't interact that way. Imagine instead that we were playing chess but there was a rule that said "You can play with a second Queen instead of one of your pawns but you must say 'I am an idiot for playing with this piece' each time you move it."

Sure, it has a "roleplaying disadvantage" but it's tactical advantage is so great that most people are more than willing to take the tradeoff if your goal is to win. Sure, saying the sentence each and every time gets a little tedious, but it's worth it for the power. If it gets common enough that everyone is taking that piece, it might be jointly agreed by the players to stop saying the sentence since it has no practical effect on the game and makes games take way longer. Which is what happens with most roleplaying disadvantages in D&D.

But on top of that, roleplaying is harder to enforce. If someone doesn't speak for an entire conversation does that fulfill their obligation of "Hates people"? Or do they have to actively run around shouting "I hate you!" If the DM makes NPCs walk further away from you on the street is that enough to enforce "People find your appearance horrifying"? Or do they have to panic, get pitch forks and summon the guard?
How this translates back to your example is easy. If the DM doesn't want to actually use the roleplay disadvantage, then they shouldn't allow the combat advantage. If they don't care about the people having that advantage then I don't see the problem either way. But DM laziness doesn't really come into my concern when talking of power levels and compatibility.
Let's assume it isn't laziness then. Let's assume an Ogre gets "horrifying appearance" and "belligerent" as disadvantages. The adventure is a dungeon crawl through a dungeon that is HUGE(like the World Largest Dungeon, Return to the Temple of Elemental Evil, and so on). The party spends 99% of their time wandering from room to room opening doors and rolling initiative to kill whatever is inside. The party has no intention to talk to anyone in the dungeon.

Is this DM being lazy when the Ogre's disadvantages don't come into play? Is it fair to the other players that the Ogre is better than they are at the one things they do 99% of the time(fighting) because he has a disadvantage that will never apply?
I'm assuming he got more because the DM wasn't willing to force the PC to fight a group alone. I would. That is the specific disadvantage he selected. He wandered off in a dangerous area.. I have no idea what the actual nebulous mechanic actually does so I'm making something up which I hope is similar. Anyway, he wanders off and gets into a fight. If he had a group with him the fight would be appropriate and so, because he is alone, he ends up getting killed or at least beat up badly. That is a nebulous disadvantage that can definitely impact play. All it requires is taking off the kiddy gloves when someone purposely takes a disadvantage.
The kit in question was "Swashbuckler". The text on it's disadvantage basically said "Since you are a swashbuckler, you often get caught in the beds of people's wives and have to run out of town being chased by angry husbands. You get a reputation for being a good fighter and because of that people come and challenge you to prove how good they are. People who know you will target you first because of your skill." You know, typical Swashbuckler movie tropes.

Here's the rub though. If you use an encounter that will kill the swashbuckler for sure, then you are essentially saying "This kit is off limits...take it and I will kill you." If you use an encounter that he has a reasonable chance of winning, he has an even better chance of winning because of his kits powers. Also, you are now asking 3-5 other players to sit around for an hour and watch you run a combat with just the swashbuckler. Which is no fun for them. Do this and players tend to get bored, pull out their phones or leave the table to go watch tv while the battle is going on. Then it becomes a hassle to get them back to the table afterwards.
If I were playing pathfinder and had an oracle PC who had taken the curse that made them blind.. don't expect all fights to suddenly start happening within his vision of 30 (or is it 60) feet. They would be exactly the same as they were before, no extra adjustment needed on the DM's part. That is the value of a pre-written adventure and a properly made disadvantage.
Great, but that's a real, tangible combat disadvantage. Not being able to see your enemies is bad.
First, you were the DM?
Yep.
Second, friend of yours took everything he could to be insanely OVER POWERED and dumb, ugly and stupid as he could?
Yep. That was his goal. Become the worlds greatest combat monster. Oh, and prove to me that Combat and Tactics contained stupid rules. He stated this as a goal WHILE he was making up his character. No one else was around. I ran a game with just him to see if he was right.
Third, you (as the DM) let him play this OVER POWERED character? Rookie mistake, but alright. When that happens, which I again say you shouldn't let him do (power gamer meets inexperienced DM who lets him do whatever he wants), this is going to be a recipe for disaster.
Well, I wasn't THAT much a rookie DM. Been running games for at least a year or 2 before this point. I used to always let my players do whatever they want. I didn't feel it was my place as DM to change the rules. If an option was offered in the book, it was meant to be in the game by the author and therefore should be allowed.

My opinion has changed slightly since then. However, I still believe that a DM should be able to rely on the rules. Any game where 90% of character building requires the DM to interfere and prevent options from being taken is one I'd prefer not to play. I want the system to be balanced enough that I can say "Make up 5th level characters for Saturday" and not have to worry about what options anyone in my group takes.
There are two solutions, neither of which have to do with the direct power level (advantages in combat vs disadvantages out of combat).
1. Everyone else gets the similar adjustments. So, he gets ugly and strong then why not all the guards? This is the nuclear deterent method. My least favourite (after experience) but an acceptable one at times.
I hate doing this. It requires I spend 10 times more time preparing my game and it feels...wrong.
2. JUST SAY NO. Basically, skip right down to "he proved his point that he can make an insane character" and then move on.
It didn't look insane. And I truly believed that the role playing disadvantages were a valid balancing method for his powers. Sure, he had a bunch of really powerful abilities, but D&D wasn't just about combat. He'll get himself killed for sure by making enemies of every person he meets. That'll show him for attempting to power game. Maybe next time he'll take only ONE disadvantage instead of ALL of them.
This is decidedly a problem of a power gamer and NOT a problem with the game he is abusing.
His POINT was that the rules let him build an insane character and that rules shouldn't allow that so we should throw the book out and never consult it again. The rules let him abuse them. So why are they not to blame?
Okay, so, you let one person have the powers of a god but then NO ONE else did? Yeah, seems like a break down in the entire system, never play 2e again.[/sarcasm] Or put another way, if there is reason enough for such a powerful PC to be in the town (which I argue there wasn't) then there is such a reason for similarly powerful NPCs to be in town. You say it didn't make sense, I say it is the only way it makes sense.
The point of Skills and Powers was that it was supposed to be equally compatible with all adventures and books already out there. It was an addon to give more flavor to characters. They were encouraged to take a quirk or two to make their character more rounded and in exchange given an benefit or two. But there were no limits on the number of quirks you could take. Each of them gave you a point value:

+10 Angry all the time
+15 Horrific appearance
+5 Unsettling to people around you

Then you could take advantages for points like:

20: Cast spells as if you were a wizard of the same level as your class
10: Cast spells as if you were a cleric of the same level as your class

I was using standard NPCs from a town I pulled out of an adventure. I don't like making up my own towns. I figured those stats were for "average" guards that you could expect in an average town. The game rules, IMHO, when used exactly as written should create a situation where a PC's power lines up to that of average NPCs. If you have to powergame new NPCs just to defeat them, the system shouldn't allow the PC to be that powerful.
Having never met the guy, I can't say this for certain, but I'm guessing his point was to make a powerful PC that could do amazing things in combat. It probably wasn't to point out that roleplaying disadvantages were a BAD idea.
Also, at the point you described above, they aren't a PC anymore; they are a villain. They willingly kill dozens of people for no good reason because they could = villain. Evil groups can exist but I'm guessing that wasn't the point. If they were trying to NOT do these things then they failed at RP. Yes, he could have wiped out every guard in town but that isn't a failure in itself with the roleplaying disadvantage. The disadvantage (if I'm reading correctly) worked fine. The problem was the player, or the outcome of that disadvantage.
See above, he really was trying to prove a point. However, he wasn't a villain per se. As he pointed out, he couldn't help the fact that people attacked him for no good reason. He was minding his own business. They simply couldn't walk past him without him mumbling an insult to them...plus everyone was freaked out by him and hated his face. He just defended himself. Yeah, he killed them...but they attacked him first. He was CN and we did argue about his alignment switching to evil, but he said he didn't care. The point was that his combat ability was absurdly powerful in exchange for disadvantages that wouldn't even affect him 90% of the time while he was out in the wilderness or in a dungeon.
Ex2. Party enters throne room to meet the King.
Character 1: You suck King, kiss my butt.
King: Kill that man!
OP character proceeds to kill EVERYONE because he can.
OP character: Problem solved.
Horrified other PC members: Um.. NO! You just murdered everyone, you are the bad guy now.
Wow...it must be nice to have such principled players. No, in my game that would end with the other PCs saying "All you did is tell the king to kiss your butt, he overreacted and tried to kill you. You are our friend, we couldn't allow him to kill you so we helped you kill all his guards who attacked us and the king for attempting to kill our friend. Come to think of it, I think that makes us in charge of the country now. Send word to the army that we are in charge now. If anyone disagrees tell them to come here and kill us. We should be able to defeat them easily."
Ex2. Party enters throne room to meet the King.
So, are you saying that barbarians and rage are now no longer allowed, because they can allow this?
Umm, yes. If a room full of guards can't defeat the raging barbarian then the barbarian is too powerful. Especially if the guards are made up using the rules as an encounter that was supposed to be "hard" for a group of PCs.

I want the rules to say "This is how powerful enemies need to be to easily defeat a PC of X level. If you use monsters of Y power, there is a nearly 100% chance that PCs of level X will die." Then, once those rules are in place, I don't want them to only apply to SOME PCs and not others. I don't want one character to be able to easily defeat monsters 10 levels above him because he took some OP class or option while another character who didn't take that option will die to monsters 5 levels above him.

Same thing with challenges. I don't want to make up a trap or puzzle that one character can bypass easily simply by flying over it while the rest of the group stares at it in disbelief hoping that they can make an impossible jump check. I'd prefer the difference between characters to be more reasonable. Where one character has a 80% chance of succeeding because he's trained in whatever skill or ability is required. While another character has only a 40% chance to succeed because he's bad at it.
No it isn't. As they tried in previous editions, you can balance that against someone who can fly as a spell. They just get At will instead of X times per day. They also don't get the OTHER things that caster can do at that level. They also have then START leveling at that point and are forever behind, set back from all the other spellcasting the person who gets X per day will get. There are a lot of ways to try and balance those things.
Well, it once again depends on the edition and the particular rules. If, for instance, you are allowed to buy off your LA's then when you're level 20, you are a level 20 dragon fighter with the ability to fly at will and a breath weapon vs the guy who chose human who just gets the abilities of a 20th fighter. Basically, the dragon gets to be better in every way. It's clearly better and shouldn't be allowed.

But even lower levels than that. Let's assume that you've made an entire dungeon of pit traps and jumping challenges for a group of around 6th level. You expect that the Wizard might be able to fly for a short period of time, because he likely hasn't prepared more than on Fly spell. But that's fine. There's so many traps that eventually, he'll have to solve them the same way as everyone else.

Now add to that group some monster who flies at will. Especially if he can carry the other party members. Your entire dungeon of challenges were defeated by ONE ability that you, rather reasonably, assumed the PCs wouldn't have when you wrote it(well before the PCs chose characters). After all, the fly spell is 3rd level and with limited slots, the wizard likely wouldn't even have it prepared.

It really helps when you can estimate the abilities of a party based on their level without knowing their party composition. Any new options should attempt to keep the power level of a party the same. This includes new races.
Just because a player, or anyone, wants to play it doesn't mean it should be available at first level. Available eventually? YES, please. But at first level is a silly place to start and expect it. Or at least to expect to be any more powerful than anyone else.
The difference between a higher level spell and a race is that race is one of the fundamental parts of your character. When you decide what you play, race and class are pretty much the core of your character. If you want to cast Wish, you can be a Wizard and some day, if the game goes on long enough, you might be able to.

If you want to be an Ogre, you can't turn into one part way through the game. It requires abandoning your character, its history, and any emotional connection you might have with it and starting over again.
I did mention (before) that it applied much less in 5e. HP do still scale at an astounding rate and so it would work for those at least.
Level adjustment is still just a bad mechanic. It's nearly impossible to put a level equivalent on +6 strength and wielding a slightly larger weapon, for instance. In exchange, you lose out on attack bonus, class features, feats, hitpoints, and any number of other things. But +6 strength gives you +3 to hit, which might actually be bigger than the attack bonus you lost.

So, it creates this weird character who now had 12 hitpoints while the rest of the party has 50 but hits more often and harder than everyone else in the party. So much so that if he kills enemies in one hit, he might not need to worry about BEING hit...which might make his hitpoint disadvantage moot. But if enemies survive his attack, he might die to their first attack every combat.

It creates this weird, unpredictable, swinginess to combats involving these characters. To the point where I banned all monsters with an LA larger than 2 in my games to avoid it. Even later, I just gave up and didn't allow these characters at all.
You don't like it therefore we should all abandon it. Good to know. Or, maybe we can make LA work. I have proposed two ideas so far, more than I have seen from WotC on the same subject. Maybe they should hire me. They can't hire you because you don't want to make anything, just criticize why something hasn't ever worked and never will.
Wow...that's rather hostile. But in response to your query, I don't think LA can work, no. I think that there might be a mechanic that could work here. But it would likely require making up a "monster template" that told you all the benefits you got as a "1st level" dragon. Rather than attempting to shoehorn this into the class system, or somehow duplicate the monster entry precisely I think it would be much better to make up monster classes and have monsters start as a first level in their class and advance only in monster levels.

You MIGHT be able to allow monsters to take class levels, but I suspect a lot of unforeseen, broken combinations.

I think the lesser "monsters" like Orc and Bugbears could just be races.
Agreed. Doesn't mean LAs can't work. I think the Jester is onto something here. What if all monsters didn't just have monster levels but NPC versions of class levels; so those that become PCs can use their current level as an equivalent level of PC class and advance from there. It might even make monster building easier, more balanced and make the abilities they get make more sense.
Yeah, this is pretty much what I'm getting at. But that is a very different mechanic to LA. It's instead just a form of multiclassing.
If a let's say 8 HD monster was being used as a PC then maybe 8 is the effective character level. Meaning they have a total adjustment of 8, before they can start taking class levels (or different/more levels if we use the Jester's idea). Then, with my idea in the last post, if they are a 8 HD creature with a 2 LA they are an effective character 6. In this model the LA should never INCREASE the effective level.
Meaning an 9th character with an effective level 8 has 1 class level and 8 monster levels, whereas a 9th character with effective level 6 monster has 3 class levels.
I agree, though I don't think the rules should just be "Here is a LA, take the monster out of the monster manual and use it's stats then take a class".

Monsters should specifically be built as a player option. Especially in D&D Next where monster design is very different than PC design.

It should instead say "You are a Dragon, you get +3 to hit, roll 10d8 hitpoints, +4 strength, +2 dex, you have a breath weapon, can fly, have claws that do 1d8, and have +6 to your AC. Then pick a class, you start at first level although you are considered to be 10 levels higher for purposes of effects that determine your level. You should only allow this race in games that are 11th+ level"

I don't think that allowing these races is impossible. I'm saying that having a huge sized creature with the ability to always fly might ruin campaigns and I don't personally like them.
 

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I think that the problem is the opposite issue.
I believe you are thinking in terms of d20. What I'm asking is to remove d20 as a requirement to play the core D&D game. There are no monster classes to level up in. HD, to hit, and damage are part of the combat system and would be vastly more flexible if they weren't based off some algorithm. Besides, the combat system not the game and technically not needed to play. Saving Throws fall under the magic system and skills aren't part of the game at all, but an add on for those who want them.

I posted about some the pitfalls that can happen when adding significant outliers to the game. D&D can be a balanced game with any of the original races, classes, or class levels regardless of what they are for any one group. But vastly increasing or decreasing the utility of a race for performing any class moves a starting PC out of this balance.
 

Not really surprising considering that 4E went heavily against the idea of monster races (except for a few allowed ones) and that most people voting on the WotC boards prefer 4E.

I think we should be careful in interpreting that 3% of monstrous characters coming from the character generation tool...

Just to put things into context, my most monstrous PCs.

My most monstrous PC ever, and winner of the "Creeping the table out" award was Iron Maiden - a warforged brawler fighter with the Vampirism feat. A cursed creature left over from the mists of time who drew enemies into itself and drained them dry, feeding off their blood. Race under Mearls' statistics: Warforged. Not officially a monstrous PC.

In second place was Peter. A shifter druid - in other words a no-fooling Garou-style ecoterrorist werewolf straight out of the World of Darkness. Again not officially a monstrous PC either.

In third place was, all ze way from ze Hammer Haus of Horror, Karl ze Hammer. Who vill trink your blut. And camp up with all ze B-movie tropes ever. PC very definitely monstrous. A no-frills Vampire. And also officially human.

In fourth place was Tisephone. A former priestess of Lolth in a world that had been overrun by goblins, (for which she blamed Lolth), she was a drow gloom-pact hexblade with the scourge being her snake-headed whips, and when she brought down her cloud of darkness there was only screaming heard from within it. (She was also the moral conscience of the party, but I digress). Again pretty monstrous - an out and out drow priestess in background. But I doubt that they were counting Drow as monster-PCs.

In fifth place is Nemo, my changeling feylock. Or rather my doppelganger, able to change shape and do some messing around with minds. Are they counting changelings as monstrous? Probably not - I'd be surprised if they weren't a percent or two of characters on their own. Again an Eberron race.

So what is a monstrous PC? Minotaurs? Bugbears? Githyanki? And the way the earliest editions of D&D handled monstrous PCs was if you wanted to play a vampire you levelled yourself up from skeleton. Leading to one notable flying fight between two bands of vampire-led spectres and shades in which they were level draining each other into mummies, zombies, and skeletons at which point they'd fall out of the sky.

(And no, I don't just play monstrous PCs).
 

I have no interest in Monstrous PCs...screw 'em.

HA! I kid. I kid! [ducks for cover]

I agree. Monstrous PCs can add a great deal. Diversity, interest, "inhuman" perceptions and attitudes. But I must say, as a part of "core rules"? No thanks. An appendix in the MM? No problems there. As an add-on, "if you want", I have no complaints at all.
 

I don't feel that monstrous PCs need to be a big part of the game, but I would like to have at least a framework and some guidelines for allowing things like demons and undead and giants as PCs.

As I said above, I think 3E was on the right track with level adjustment. It was just multiclassing, with the monster abilities and hit dice standing in for class levels. The main reason* it didn't work was that 3E multiclassing was busted. If they can fix multiclassing, level adjustment should work just fine... with the caveat, of course, that some monsters have weird and crazy abilities that will drastically change the campaign and you always need explicit permission from the DM to play a monstrous PC.

[SIZE=-2]*Not the only reason, but the main one. 3E did try to use level adjustment in cases that demanded a more fine-grained solution. For example, tieflings were obviously more powerful than the regular PC races, but not powerful enough to justify a +1 LA. And they also tried to use level adjustment to account for the aforementioned weird and crazy abilities, which is a lousy solution; sometimes you have to just tell the DM, "Use at your own risk." But these are relatively minor issues which could be worked out.[/SIZE]
 
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If they go through with their plan to make feats a function of class, I think the only thing beside class levels a next character can give up is ability scores.

It's even reasonable. Either be an exceptional member of a normal race or a normal member of an exceptional race.
 

Sorry about the delay [MENTION=5143]Majoru Oakheart[/MENTION], I had a busy few days between events with the family and attending doctors and I knew.. know? This post is going to be large. I replied with I think something like 3300 (new) words in my previous post and you did with 4958 (I quoted and removed the quote markings and checked). With that said, I NEED to cut some of your words out in order to have room for mine.

Sorry, didn't realize that was a question. In my games, I generally only allow civilized races.
That is the problem in itself. I don't know what constitutes civilized and there is no way I'd limit it to those. Every setting has its own assumptions and saying you don't allow "Orcs, Kobolds, Goblins, Bugbears, Hobgoblins, etc." means you cut off a lot of very humanoid, some non-adjusted, races to right off the bat. Also, each of those races have their own civilizations, monstrous ones where the good PCs wouldn't be accepted but if I am running any number of games; including evil race games or where a monster is trying to be other than what he was raised at or whatever then automatically these other races are being excluded.

I think it makes perfect sense for certain "civilized races" to belong in the PHB vs. MM for example. That is a basic assumption and I have no problem with that but I'll be damned if anyone but me gets to decide what races or even what monsters are allowed as PCs. Simply, as I said before, my game suffers if I can't play whatever I like or allow my PCs to do so. Excluding it until a higher level makes sense but excluding it entirely does not, EVER.

Basically, I want races that could walk into the average city in Greyhawk or Forgotten Realms without attracting attention for how rare or weird they are.
Another problem I think you have is that monsters should be treated like every other adventurer. That they SHOULD be walking into any city in Greyhawk or Forgotten Realms and not attracting attention. I have no such assumptions. When the ogres (and centaur by that point) walked into town they were immediately beset with questions and nearly attacked. If they weren't unno.. ogres and if they hadn't been accompanied by the other PCs they almost certainly would have been attacked as the monsters they are as soon as they showed their faces in civilization. That is fine though, that is how it should be. Picking a monster doesn't automatically give you a pass on weird looks or outright aggression.

Since most of the cities have been actively attacked by them and consider them enemies. Though, I have considered exceptions to this rule for various games.
Right, so it seems to me the best option is, without knowing which are going to be an exception in whomever's game, to allow any monster to be used as a PC and to give easy rules to do that.

Nope, see above. Though, I would like to see magic toned down fairly dramatically in D&D. At least in terms of campaign altering spells like teleport, etc. But that's not really related to this topic.
As to the "who says but you" I think we covered that. I think we see eye to eye there.

As with the toned down magic. YES. Agreed. Agreed too that it is not on topic.

We do that too. The hero's journey doesn't necessarily have to be Epic. It, at least for me, just has to involve overcoming fear and fighting against nasty things that only you have the ability to beat. You fight deep into caves because you are an adventurer...trained in skills most people don't have and with the courage to use them in the face of death.
Right, but my point stands firm here. That is a style. One option among many. I like that sometimes, but the basic assumption of what an adventurer is contested. And if that is for debate then what the PCs should be allowed to play certainly is too. Especially with such wide ranging games. I'd love to be able to use DnD to run braveheart and dragonheart. Actually I'd rather it be (and to my understanding it already is) much more broad than that. Having limits ONLY limits. It doesn't allow people to play things they want, to match the game setting or style they are playing.

Something about a Dragon who shows up, likely without any experience at all in order to adventure with the rest of them makes those accomplishments a lot less important. After all, why bother risking your life training yourself for years in order to be good enough to take on a beholder when there is already adventuring dragons out there taking care of the problem for you.
Here is that fickle assumption again. Having a dragon WILL change things. It goes from band of murder hobos going into a crypt and getting out with their lives and some treasure to a different kind of game. Maybe this new one is an epic with dragon and dragon-rider. (That is the one that springs to mind most readily.) If anything the second screams MORE heroic to me. Yes the dragon might be the first thing villagers see as they approach the town, but it doesn't mean they automatically assume the dragon is in charge. Those assumptions are based on the world they live in. With a game where a dragon IS a PC you need slightly different assumptions. Working with the classic core four classes isn't an approach that works with a dragon in the game. You may not like that, but I LOVE it. Neither of us should be ignored.

I've always considered part of the reason the world NEEDED adventurers is that no one else was brave enough or had the mentality to do the adventuring thing. Therefore it gave the PCs a unique "You are the only ones who can do this" vibe.
I've always considered part of the reason the world had adventures is that no one else was stupid enough or skillful enough to do the adventuring thing. Therefore it gave the PCs a unique "You people are going to die, but do you want to use that ancient gold to buy a drink" vibe.

Though, it's so much easier to be able to start a character at 1st level and continue it throughout a campaign rather than play something you don't want to play and switch to what you actually want later. I have a large beef with people continually switching characters in my games. Mechanics that encourage it make me frustrated.
So, that analogy I used earlier was flawed but only in one regard. The difference being that they had to switch. I can understand that is a gripe. Maybe there can be "baby dragon" options so you can start at level 1. My point remains the same that no one is expecting a large, full grown dragon with the full suit of complimentary powers .. to be available at level 1. No one expects you to have wish or miracle at level 1 either but somehow I see a lot of comments that ignore this comparison. You shouldn't have wish or miracle at level 1. You shouldn't be a full dragon at level 1 either. They are each powerful and will change the game. They require different inborn assumptions. What I go further is to say that you SHOULD eventually get wish/miracle and you should eventually be allowed to be a dragon if you want.

I never said they should ignore your playstyle. I simply stated why I didn't like monsters as PCs in my games.
No one is saying you have to have monster PCs. I think a previous suggestion (I hope in this thread but they do start to merge together these days) is rules about monster-PCs and MANY other things should be held strictly in the purview of DMs. That is the right scenario I think. What I don't care for is when people tell me that WotC should not bother exploring this, simply because they do not like it. I've NEVER cared for Giths (either brand) but I think they deserve the space to remain in the game as I understand people enjoy them. The same, I think, should apply here with monster PCs.

Most of my games ARE dungeon delving. It's still about heroism as I mention above. I just like PCs to be extremely above average for their race and fighting monsters way beyond the power of the average member of their race.
Honestly I would love to see rules where the PCs are (or at least start out) a LOT more average member of their race. I think there is too much importance on heroic startings in the game already (heroic tier anyone) and not enough "common Joe picks up weapon to defend home and becomes adventurer" options available yet. I'm not advocating for a default or anything, but it would be nice to have that option - to start weak or at least average.

There's a reason that there is almost no fairy tales about the dragon who saves the kingdom from the invasion and why there are so many tales about brave knights. We as humans like stories of bravery and heroism. We use Halflings, Dwarves, Elves, Gnomes, and so on as proxies for Humans with slightly different personalities. We can still see ourselves in them.
I didn't realize we were limited to properties only envisioned in fairy tales. *stops* No I'm not going down that road again. I understand what you mean here. But you have to realize that just because a fairy tale didn't do it doesn't mean a thing to current gaming. There are no fairy tales about a world that literally springs up as you walk toward it but Bastion was a huge hit with a tight inner structure. It just requires different assumptions, once again. There ARE books, movies, video games, and absolutely RPGs where you play as dragons. You can do it in past versions of DnD. It doesn't matter if it aligns to fairy tales or not, dragons as PCs can and should be a reality.

A Mind Flayer without a Mind Blast isn't a Mind Flayer. A Mind Flayer with a Mind Blast is over powered and shouldn't be allowed into the game.
Has mind blast remained consistent? What does its current mechanical abilities look like compared to its previous incarnations. A slightly weaker framework could work here. Beyond that, I have a hard time that ANY power shouldn't be something the PCs can do. I have this assertion for two main reasons.

1. Probably the single most powerful ability I can think of, Wish, is available to PCs and a handful of monsters. If it is something like that.. then don't allow the monster to be playable until that ability (or comparable) comes into the game at PC levels. Limits to X number of times a day is a fair limit for DM controlled monsters as it is for a PC. Beyond that, I'm out of ideas as I generally agree that limits on iconic monster abilities don't make sense when only applied to PCs.

2. Which leads me to.. if the PCs can't do it, then (IMHO) the MONSTER shouldn't have the ability to do it either. If it is too powerful or game breaking for a PC then it is too powerful and game breaking for a DM. I'll admit this is my bias. Even a Medusa with an auto "if I see you then you are stone" has limits that are comparable to PCs.

Doesn't sound all that much fun to me. But most play experiences are subjective and are often more about the players at the table and the table banter than the game itself. I hate intra-party fighting and conflict. Fighting(even friendly fighting) other PCs and having to keep them in line all the time is one of my least favorite things to do in an RPG. I play them to work together not to have to constantly babysit one of the other PCs who might wander off and get himself arrested for murder if I don't constantly pay attention to him.
I don't know if I was unclear or you are just misunderstanding. It was not player vs player fighting. It was character vs character. It was roleplaying and done actually very well and it was a lot of fun. They had to reign the ogres in with words most of the time. They never came to blows with the ogres. Never, not once. The ogres once used (maybe twice, I forget) a fellow PC's character as a club.. but that was a stupidity, rage and .. again.. roleplaying thing. It was good fun and as I recall used for a single round. The party was never aggressive towards one another, though the wizard (I think sorcerer) in the first session RP'd that the was terrified.

It was a matter of babysitting the ogres in so much that they didn't understand the complicated rules that humans made for each other. They saw cows as food, not property. Things like that. The ogres were heavily chaotic (CN) but they were like children in mentality. They had to be reigned in but NOT controlled. Keep them in line socially, not in fights. They had to be told simple things that were obvious to everyone else but completely missed by the ogres. All of this was great roleplay, not fighting or conflict among the PCs. It was hilarity and hysterics and not profanity and aggression. They did work together to solve goals and at no point did the other PCs feel out powered or maneuvered by the ogres, though sometimes the ogres felt talked down to - as they were being talked down to :P

As a side note, IMHO, a Wizard who is capable of killing someone easily and role plays being scared of them isn't roleplaying correctly. If I have a gun pointed at your head from 20 feet away and you threaten me, I'm not going to be scared.
Reasonably low level and solo, the wizard could have taken them down. He probably could have cast spells and fled or maybe killed the ogres but he was roleplaying correctly that if he didn't get them in the first shot that he was probably toast. He had the spells to defeat them, but not the will or motivation. If you have a revolver, are standing 20 feet away from me and you need to spend some time loading the gun fully to take the 6 shots to take me down.. you better be sure you can do it before I come up and knock you out. You had also be sure to do it while I'm not looking, just for good measure. The wizard was a coward being bullied (unconsciously by the ogres) and not wanting to provoke them into smashing him into jelly. He would have probably won if it came to it, but it wasn't a certainty. That distinction is important.


It doesn't sound like you fought any real encounters or did much combat that wasn't between party members.
They did, but that wasn't relevant to my examples.

[quote[It was mostly roleplaying. In most roleplaying situations where there is no goal, each person is on equal footing. After all, you are mostly just saying what your character says and does.[/quote]
Mostly, but with the rules we were using roleplaying and rules (combat rules specifically) mesh a lot. You can say you are going to run away but that info is on your sheet and you are defined by it.

Same thing. Imbalance is a lack of Balance.
They are a continuum. They are opposite and equal ends of the spectrum. You need imbalance to that people feel distinct and have a certain amount of one-up-manship over each other. You need balance so that one person doesn't dominate an encounter (be that a fight or a roleplaying event). You need the golden middle.

I think this argument about imbalance and balance is rather pointless in the long run so I think we can move past it.

Or in 20th level parties. Just no dragons.
I've never been able to play one but as I recall there was a dragon in an epic level game in our group.

Younger dragons can probably work at 10th or so level. (Or as low as CR 6.. so 7th level party, according to PF. But I think 10th is fine for a dragon in general.)

Uncommon to see, but certainly not an impossibility given the right level or conditions.

Tovec said:
So, no mind flayers at first level, check. Who (outside you) is suggesting this?
In 3.5e there was an entire book showing you how to start creatures like Firbolgs at first level. One of the options in the poll was that there should be a lesser powered version of creatures to allow them to be played at low level.
Okay? What does that have to do with mind flayers? Also what book was that? The only mention of Firbolgs I can find from a brief search of google says the second MM (which is 3.0).

That's because the non-standard races are clearly better. Who wouldn't choose them given the choice? They have extremely powerful abilities that you can't get if you choose a normal race.
I've been playing pathfinder for a couple years now, since shortly after the release of the Core rulebook and Bestiary 1. In that time, do you know how many aasimars, drow, or tieflings I've seen? All of them were +1 LA in 3.5 and thus required you to lose a level. In pathfinder they didn't have this adjustment anymore. I've seen exactly the same amount I saw when they were +1 LA. The people who play them now are the same ones who played them before. They enjoy the fluff that goes with the race, not the stats. They accept the roleplaying consequences that comes with (in the case of the tiefling) a tail and horns and so they take the +2 dex, +2 int, -2 cha.

That means it is a non-factor of how often you will see non-standard make up in a party. Monster PCs generally want to be played for being a monster PC. I have yet to see an all human (or even all PHB-races only) party at 20th level consisting of 1 fighter, 1 rogue, 1 wizard, and 1 cleric. Never. Not once. Not even close. Not even when mandated by the DM. I haven't seen that happen at ANY level. I defy your assumption of a standard party. Monster PCs mean nothing in that equation, as no group is ever "normal".

Which is quite different from "I'm a Fire Giant. I'm capable of leveling entire cities by myself...always have been."
Which is the same as "I'm a fire evoker. I'm capable of leveling entire cities, by myself... because I'm 5th level or higher, at which point I just get better at doing that." So, comparable. It is different when you have a Fire Giant. It is, we agree. It is not different enough from a "balance" perspective that I care. Roleplaying a fire giant has its own problems, as I said. It would be similar to a necromancer having a giant sign around their neck that said, "I'm a necromancer, I'm going to bring granny back without her will. Kill me now, before I raise an army." Except "normal" PCs aren't forced to wear that sign.

Well, first of all, it's likely that with the stat modifying for being a dragon, the dragon has a more insane CHA. They also have a list of spells if they are old enough. Capable of charming people as well.
I'm going to convert this into pathfinder, as I can't easily compare similarly leveled "PCs" in 3.5. A CR 14 adult silver dragon (I'll use any other CR/dragon combo you want if you choose - just let me know, this was the first one I happened to open up in the pdf) has the spell casting ability of.. a caster level 7th. Their most powerful spells, which are per day btw, are dispel magic and wind wall. Those spells are 3rd level. A CR 14 cleric's (thank you NPC codex!) most powerful spells are: fire storm and unholy aura and caster level 15. Both of which are 8th level. So, having an insane CHA and a spell list of 8 levels lower doesn't seem like a huge issue to me.

I know when I played a dragon back in 2e that I had the highest of almost every stat and could cast essentially the same number of spells as our Wizard.
That seems like a problem. You shouldn't allow those PCs at the same level. Then again, having the same number of spells (and same quality) as a wizard of 8 levels lower seems perfectly acceptable to me.

And as for ability scores:
Dragon: 27, 10, 21, 20, 21, 20. It is an adult dragon. It is also mostly a front line combatant and so I'll give you the ability scores of the fighter last.
Cleric: 15, 12, 18, 10, 24, 8. And this is an NPC. I'm sure a PC could have higher stats, but that doesn't really matter. Doesn't seem too far behind.
Fighter: 18, 20, 16, 13, 10, 8. STR seems low to me, but again I'm sure that's a NPC-PC divide.

The dragon has great scores. Not the best in all areas, but good scores. Now, having seen these scores who wouldn't want to be a dragon at CR 14. And also have spellcasting! Except, again, most people seem to have little interest in playing it as somehow, with those scores, this ends up being a sub-par choice. Maybe it is that extra damage against a specific element and that you can't hide in a town as you will make waves no matter where you go.

But beyond that, I was referring to the NPC assuming the dragon was the leader...because he's a dragon.
Let's go back to that dragon and dragon-rider scenario I came up with before. Why would the NPCs assume the dragon was in charge?

So the DM would have NPCs approach him first and ask for his approval before speaking and no matter what the party agreed to, they made sure the dragon agreed.
This problem isn't unique to dragons. Party enters town with an angel. The DM could have the villagers do the same thing. DM could do the same if the party member is an aasimar. Or even if the party member is an elf depending on the setting. A paladin may be similarly rare to cause excitement and admiration no matter where they go. All of these, of course, should now no longer be playable because the DM might decide to make NPCs consider them the leader when they enter town? I'm going to figure that isn't what you mean. So why should I assume that what you said, about the NPCs considering the dragon to be in charge, to be true?

This was an average interaction for us:
<snip>
Dragon: "Sigh, I say that it's ok and he can talk to the Bard as he speaks for me."
DM: "The man looks down and says, 'How can we help you, servant of a dragon?'"
Sounds like your DM is a bit of a jerk, ignoring the rest of the PCs and even ignoring what the dragon says. He may not be, he might just have a specific vision, but in that case if I were the DM I would have communicated that to the PCs before starting and in such a case it would not have looked like this either.

When we had monstrous PCs, it was always a large discussion of logistics...Is the monster PC going to be accepted in this town? Can they fit through the entrance? Is the bed in the inn strong enough to hold them? How much extra money does it cost for their food, given their size? How many people gawk and stare or ask him questions? How does he answer?
Fair concerns. Mostly the Monster-PC's problem as I see it. But it seems likely that if you do a full campaign with such a PC that you would have a common operating procedure for how logistics of town workout. Also, adding logistics doesn't mean anything about how fair, balanced or else while how well a PC works. If it were then wizards would be disallowed because of the extra bookkeeping.

It's that it gets in the way of the plot of the game. When we are playing "Return to the Temple of Elemental Evil" and we are attempting to convince the King of Furyondy to lend us his army so that we can fight off a bunch of evil cultists who was to destroy the world it feels like we are getting absolutely nothing accomplished when we spend an hour of the session roleplaying just getting the dragon through the door.
A. When you have a dragon I'm assuming many things are going to change. What situations do you get when the dragon joins the party in the first place? Why would he be trying to work for a king? What is the motivation that causes it to go adventuring any more than any other dragon in the wider world?

B. You could just assume that the dragon is able to fit. Every door doesn't need to become an obstacle. Why can the PCs wander around freely in a kobold or goblin cave? Isn't that an obstacle in itself? What is the different here? Being size medium doesn't convey its own special properties, except that it is assumed PCs are probably that size.

C. Let the dragon stay outside. Why does he need to go see the king? Chewie didn't get a medal. That sucks for him, but he's a wookiee. The droids weren't allowed in the bar because their kind wasn't served there. It sucks for them, but if they were PCs it was their choice to be droids. They need to live with it.

D. Most dragons can shapechange into something humanoid. May not be a common thing but it would help them with those pesky doors. I ignored this for all my previous responses because it isn't a common thing and I honestly don't like it most of the time and don't consider it is an intrinsic ability of dragons (no matter that the book says).

It's hard to pinpoint balance because each game has a different focus and in one game being able to fly at will is extremely broken and overpowered and in another, no one cares because flying doesn't help you accomplish your goals. However, the goal should be as closed to balanced as possible.
I would then say, if flying is a game breaking ability that you shouldn't allow ANY PC the ability to fly. Don't allow dragons, pixies, or even wizards to take the spell. Seems like a blanket coverage could work there. If flying isn't game breaking then you can allow dragons for that game, at least on that ground. I don't see the problem here, except that you say certain abilities are game breaking and that I say if they they are that no one should have them.

Tovec said:
So, don't make the disadvantage nebulous.
The problem is that ALL roleplaying disadvantages are nebulous.
While I later talked about roleplaying disadvantages. That wasn't what I said. And so my response remains the same.
DON'T make the disadvantage nebulous. If the only disadvantage you can come up with is a nebulous (you say roleplaying is always nebulous) one then don't allow it. Or do allow it and accept that everyone is going to take it.

Easier to ignore the disadvantage and move on with the game rather than deal with the headache.
This would be the latter. If you are too lazy or otherwise disinclined to worry about the disadvantage then you shouldn't blame the advantage. Disallow as a package is my philosophy. If ogres are too powerful that everyone is taking them and then are amazing wizards (ignoring a hypothetical ogres can't be wizards rule) then my choices are A. allowing the powerful ogre-wizards, or B. disallowing ogres entirely. I don't blame the ogres themselves but I also don't worry about the lazy DMs who choose not to enforce the "no ogre-wizard" rule.

However, even if it isn't ignored, it still amounts to nothing. People don't like you, no big deal, just avoid people. And avoiding people works for 90% of all role playing disadvantages. If you are a player who doesn't care about interaction anyways, it just gives you an excuse not to interact and in exchange you can be more powerful than everyone else in combat. It's a win-win for these sorts of players.
If the person in question is a member of the party then NO interaction is impossible. If the PC risks getting into a fight with literally everyone he talks to then he is going to die or be shunned. That is the choice the PC is making by taking the traits he did.

Using my example from earlier about the PCs meeting the king and the PC having such a terrible disposition that the king orders him executed seems apt here. You say that in that case the PCs should side with him because the king is overreacting. But if the same rules apply to PCs as they do to NPCs and that particular member of the party offends people to greatly that the king orders him dead, then there is NO reason why the PCs should be siding with him. They may go as far as not killing him but they should be repulsed and not feel sorry for him. Those are the lots he drew - intentionally.

Let's assume it isn't laziness then. Let's assume an Ogre gets "horrifying appearance" and "belligerent" as disadvantages. The adventure is a dungeon crawl through a dungeon that is HUGE(like the World Largest Dungeon, Return to the Temple of Elemental Evil, and so on). The party spends 99% of their time wandering from room to room opening doors and rolling initiative to kill whatever is inside. The party has no intention to talk to anyone in the dungeon.
Why is the party openly working with this "horrifying and belligerent" person? Forget that he is an ogre, what roleplaying reason can you give me that they are working with him? Why not exterminate him in the first round? Spending 99% of the time just means he has all that much more interacting with a select few who can go from "okay we have to work with him, but watch him" to "man this guy is getting on my nerves" to "he is so ugly/annoying and useless, kill him" far faster than anyone else the "horrifying and belligerent" person is going to encounter. Why are the PCs exempt?

Is this DM being lazy when the Ogre's disadvantages don't come into play? Is it fair to the other players that the Ogre is better than they are at the one things they do 99% of the time(fighting) because he has a disadvantage that will never apply?
Is it laziness if the DM doesn't enforce that disadvantage? Yes. Or at least apathy but given the scale of the disadvantage, I'm going to go with laziness. He is unwilling to do it. I don't care why, the disadvantage is fine, the person applying it is doing it wrong.

Great, but that's a real, tangible combat disadvantage. Not being able to see your enemies is bad.
Which is a non-nebulous disadvantage. As I suggested.

If the only disadvantages you accept are non-roleplaying ones. (I'm sure I'd allow roleplaying ones on my list but that is beside the point at the moment) then make sure they all have this level of combat(?) disadvantage.

Yep. That was his goal. Become the worlds greatest combat monster. Oh, and prove to me that Combat and Tactics contained stupid rules. He stated this as a goal WHILE he was making up his character. No one else was around. I ran a game with just him to see if he was right.
I see three problems, the first is that no one else was around to reign him in. They likely could not have dealt with him on a combat level, but that doesn't mean they couldn't get him to stop. The mages couldn't stop him and they were rather behind on the attempt. The module he was attempting to prove was broken/stupid was probably broken/stupid. Doesn't mean others couldn't use parts of that module. Nor does it mean that improvements to a character along those kinds of improvements should not be attempted. It just proves that you can break something when you are attempting to break it. I could say the same thing about a lamp.. it can be used electrocute or stab people. I then smash a lamp and use the frayed wires to electrocute someone and the sharp edges of the light bulb to cut someone. I have proved my point. That being said, there is still a great reason to allow these menaces into a household. They enrich a room, without the lamp your house is darker. You might like it that way, I prefer my lamps, I hope the 5th edition of WotC allows me to light my house with lamps.

Well, I wasn't THAT much a rookie DM. <snip>

My opinion has changed slightly since then.
Point proven.

I want the system to be balanced enough that I can say "Make up 5th level characters for Saturday" and not have to worry about what options anyone in my group takes.
Right, and monster PCs are optional rules, even in PF which has the best version I have seen to date. If I want to come on Saturday with a dragon PC I have zero expectation that just because it is "balanced" that it will be allowed. I should probably make a simpler character as it will be accepted immediately. Again, with that said, I see no reason why I couldn't bring the dragon PC to the game assuming it is "balanced".

Tovec said:
There are two solutions, neither of which have to do with the direct power level (advantages in combat vs disadvantages out of combat).
1. Everyone else gets the similar adjustments. So, he gets ugly and strong then why not all the guards? This is the nuclear deterent method. My least favourite (after experience) but an acceptable one at times.
I hate doing this. It requires I spend 10 times more time preparing my game and it feels...wrong.
Oh, god, me too. That is what I tried to do with the book of 9 swords and I found it woefully wrong. I have since disallowed the book in my game. But it is one of the two solutions I see, just not my favourite one.

Tovec said:
2. JUST SAY NO. Basically, skip right down to "he proved his point that he can make an insane character" and then move on.
It didn't look insane.
It doesn't have to. Disallow it once it proves to be insane. A dragon PC isn't a problem in my game. If it becomes a problem in my game, be sure I'm going to do something about it.

Maybe next time he'll take only ONE disadvantage instead of ALL of them.
Right, but as you are telling me his point was to break the game that is exactly how it should have ended up. Disallow someone taking all the breaking abilities and let them take one or two. Let's say a Dragon with PC class levels is a broken, a simple Dragon PC may not be. I don't see how this conversation about your friend's attempt to break the game using powerful options really relates anymore except to say that those options shouldn't be introduced in the first place. Over powerful monster PCs are a problem, powerful monster PCs are not. Some people might want to use them and some won't, both should be allowed.

His POINT was that the rules let him build an insane character and that rules shouldn't allow that so we should throw the book out and never consult it again. The rules let him abuse them. So why are they not to blame?
Did you throw the book out and never use it again? Or did it still have material in it that was acceptable.

If a specific monster in the MM is over powerful and broken should the full book be thrown out?

I'm assuming it is the combination of factors that led to that powerful character, it usually is. Those individual factors are an issue but by themselves they are not.

Gestalt by itself works (with different assumptions that everyone else has the option) fine. Well even. It doesn't work when you take 1 level of fighter, 19 wizard, 20 sorcerer. In that case you end up with a full BAB.. because the wizard and sorcerer end up being off set. The solution isn't to throw out gestalt, it is to come up with the solution of fractional BAB.

The point of Skills and Powers was that it was supposed to be equally compatible with all adventures and books already out there. It was an addon to give more flavor to characters. They were encouraged to take a quirk or two to make their character more rounded and in exchange given an benefit or two. But there were no limits on the number of quirks you could take. Each of them gave you a point value:

+10 Angry all the time
+15 Horrific appearance
+5 Unsettling to people around you

Then you could take advantages for points like:

20: Cast spells as if you were a wizard of the same level as your class
10: Cast spells as if you were a cleric of the same level as your class
I'm not positive I understand what you just said but assuming I do.. Those don't seem remotely equal to me. Seems like it should not be allowed in the first place. Any ONE of them, fine, but not all combined.

I was using standard NPCs from a town I pulled out of an adventure. I don't like making up my own towns. I figured those stats were for "average" guards that you could expect in an average town. The game rules, IMHO, when used exactly as written should create a situation where a PC's power lines up to that of average NPCs. If you have to powergame new NPCs just to defeat them, the system shouldn't allow the PC to be that powerful.
Again, "average" guards vs. VERY abnormal PC was the problem here. If a dragon is part of the team then the world is going to be different because he is part of the team. It is the basic assumptions that was the problem here.

I never considered that any monster PC in a party should allow you to run a game exactly as it is. But I don't see it as any more effort than if the party was full fighter, full wizard or any other non-standard combo. I have never encountered a standard combo but that means less over all.

I was recently listening to a kingmaker game (PF adventure path) where the party didn't have a rogue. No one in the party had the ability to detect or unlock secret doors, or traps. They managed but it was different than if they had a rogue in the party. The DM was nice, he allowed them to find the secret doors, but not the traps, as he NEEDED to as they would have been unable to proceed without doing so. It was a published adventure path. The whole game could have gone out of the window because they lacked a rogue. Having a dragon that could rip through enemies with insane speed would have been a non-factor if they couldn't find the secret doors. Power is relative.

See above, he really was trying to prove a point. However, he wasn't a villain per se. As he pointed out, he couldn't help the fact that people attacked him for no good reason.
Yes he could! He chose the abilities that made him get attacked for no reason. Ignore that for a second and presume that not all villains know they are villains. Most of the best villains are doing things because they have no other choice. Being conscious of it is not a requirement of being evil.
He was minding his own business. They simply couldn't walk past him without him mumbling an insult to them...plus everyone was freaked out by him and hated his face.
If I understand correctly, he wasn't just walking past. He was pissed off, ugly and unnerving. He was provoking them by being.

Wow...it must be nice to have such principled players.
See above. He is provoking the PCs too. He went in, unsettled and insulted the king so much that the king felt himself justified in ordering him dead. The rest of the party should NOT be on his side, as he unsettles them too. They should be actively trying to kill him along with the guards. There might be extenuating circumstances, but I'm assuming those exist why they would be adventuring with someone who actively repulses them.

Umm, yes. If a room full of guards can't defeat the raging barbarian then the barbarian is too powerful. Especially if the guards are made up using the rules as an encounter that was supposed to be "hard" for a group of PCs.
By your account the guards in the town were incapable of challenging the PC. So, the comparison I guess would be.. a 6th level barbarian (I'm guessing?) with rage who is able to single-handedly defeat the entire town of guards. Rage isn't the problem. The guards being too low is. Too few is another problem. None of them having access to the same rules the PC is using is another issue.

The problem is your assumptions going in that the entire world is exactly as it should be if he didn't have those powers.. then giving him those powers and wondering why everything goes to hell. I don't blame the powers.. I do but I only blame the combo (at least for now).. it is that your assumptions never changed.

In the world of blind men, the one eyed man is king. I don't blame him having a single eye.. I blame everyone else that didn't.

Well, it once again depends on the edition and the particular rules. If, for instance, you are allowed to buy off your LA's then when you're level 20, you are a level 20 dragon fighter with the ability to fly at will and a breath weapon vs the guy who chose human who just gets the abilities of a 20th fighter. Basically, the dragon gets to be better in every way. It's clearly better and shouldn't be allowed.
Let me break this down into two pieces. First, a 20th level (human) fighter is not and should not ever be compared to a 20th level DRAGON fighter. At least if that dragon is of any significant level. Those CR 14s from earlier are ALL the same in PF's rules for PCs. The difference is that once the PC starts taking that level 14 dragon they are starting at level 1 fighter.

The second part, I'm assuming, relates to earlier when I talked about how in PF you could eventually remove the ogre LA so that he would end up with the same amount of levels as a human fighter. That doesn't happen by 20th and it takes much longer the greater the CR/LA. Two factors that you don't include when saying dragon with 20 vs human with 20.

But even lower levels than that. Let's assume that you've made an entire dungeon of pit traps and jumping challenges for a group of around 6th level. You expect that the Wizard might be able to fly for a short period of time, because he likely hasn't prepared more than on Fly spell. But that's fine. There's so many traps that eventually, he'll have to solve them the same way as everyone else.
Okay, so 6th level is our target? Dragons don't even come into play (still using PF rules as they are the only ones where this is easy) until CR 6 which is level 7 wizard. So, 7th level wizard gets one 4th, two 3rd level, in addition to all the other spells he gets per day. And that excludes all the myriad of spells he knows and can buy. A CR 6 level white dragon has spell level capable of casting.. oh yeah nothing because he can't cast spells at that point. It is the weakest dragon and is still a CR 6 and can't cast spells vs. the wizard's fly, fireball and .. animate dead? stoneskin? gaes(lesser)? greater invisibility? I could go on.

The dragon's ability to fly seems kinda weak compared to the ability to hit someone and stay invisible, even if it is all day. The dragon has to be given other random abilities to try and make up this gap but he won't even catch up to the wizard's spellcasting ability.

Now add to that group some monster who flies at will. Especially if he can carry the other party members. Your entire dungeon of challenges were defeated by ONE ability that you, rather reasonably, assumed the PCs wouldn't have when you wrote it(well before the PCs chose characters). After all, the fly spell is 3rd level and with limited slots, the wizard likely wouldn't even have it prepared.
Just as many.. virtually all.. wizard spells do. A cleric can heal and bring people back from the dead, invalidating trying to kill their HP. The dragon won't ever have these abilities at the same level. By the time they rival those abilities the casters will have moved onto bigger and better things.

If your problem with dragons is that they FLY then you should have the same problem with every other PC capable of flying. Dragons aren't the problem there. Also, a young dragon.. that CR 6 party member.. is size medium. He can carry party members as well as the wizard can. Or at least as well as the fighter who has fly cast on him.

The difference between a higher level spell and a race is that race is one of the fundamental parts of your character. When you decide what you play, race and class are pretty much the core of your character. If you want to cast Wish, you can be a Wizard and some day, if the game goes on long enough, you might be able to.
Okay, so in my previous example, the player wants to be a wizard but eventually able to cast miracle. He won't ever get that spell but he gets a lot of other abilities that makes his class unique. He would have to change PCs and classes (something you disapprove of) in order to get miracle.

The problem, again, isn't that clerics get miracle. The problem is of assumptions. Specifically that the PC wants to play a wizard and yet get miracle NOW. He won't ever have miracle if he stays a wizard and abandoning his wizard means losing "its history, and any emotional connection you might have with it and starting over again," in order to get miracle.

It should instead say "You are a Dragon, you get +3 to hit, roll 10d8 hitpoints, +4 strength, +2 dex, you have a breath weapon, can fly, have claws that do 1d8, and have +6 to your AC. Then pick a class, you start at first level although you are considered to be 10 levels higher for purposes of effects that determine your level. You should only allow this race in games that are 11th+ level"
I wouldn't be opposed to something like this. I think the LA is too high. I also think that whatever the PC options are should be the same for DMs.

I don't think that allowing these races is impossible. I'm saying that having a huge sized creature with the ability to always fly might ruin campaigns and I don't personally like them.
By the time you can have a huge size (PF) white dragon you are at CR 15 at the lowest. By that point, the PCs have (assuming core rules) 315k gold. They can be huge size, will likely have the ability to fly on their own. They won't need a huge size member of the party to carry them around.

What you are really saying is that having a dragon, of at level at any time, might ruin your game and you don't like them.
What I'm saying is that having a dragon, at the right level, it might ruin my game but I doubt it and I DO like them. And that I should be allowed to use them. And that if I'm going to use them then the people making the game should put some effort into it so I can use them appropriately.
 

Interesting bonus bit I just thought of: this kind of backdoors the old-school Humanoid Level Limits into the game.

If you've got 20 class levels, but your Minotaur eats up 3, you just got a level limit of 17.

....interesting. Only "weaK" races get to achieve the highest level of power in a class....
 

With that said, I NEED to cut some of your words out in order to have room for mine.
I agree, I'm going to try to make this short.
That is a basic assumption and I have no problem with that but I'll be damned if anyone but me gets to decide what races or even what monsters are allowed as PCs. Simply, as I said before, my game suffers if I can't play whatever I like or allow my PCs to do so. Excluding it until a higher level makes sense but excluding it entirely does not, EVER.
Some people believe that D&D should be a "generic fantasy game generator" where it's a huge toolkit of anything a DM could ever want to put in their game. I believe that the more stuff you put into D&D the worse it becomes at doing its "core" job. Which is, IMHO, to run games in worlds similar to Lord of the Rings, Forgotten Realms, Greyhawk. In all of these worlds the idea that anyone would be traveling and adventuring with a Bugbear strains disbelief, nevermind a giant or a dragon. It simply doesn't fit with the theme and background of these worlds.

Could it be interesting when used extremely rarely in those worlds? Probably. Do I think the game should be changed or a single page wasted to allow a small percentage of people to do it? No.
Another problem I think you have is that monsters should be treated like every other adventurer. That they SHOULD be walking into any city in Greyhawk or Forgotten Realms and not attracting attention.
I don't. I believe they should be attacked nearly everywhere they go. Which is precisely why I don't like it. I don't want to roleplay villagers attempting to kill them off 5 times a session. I have more important and more fun things to roleplay. I want to concentrate on the quest our PCs are on. Not on random attacks by people, attempting to find ways to disguise monster PCs, and dealing with food shortages because you haven't been able to resupply.

Right, so it seems to me the best option is, without knowing which are going to be an exception in whomever's game, to allow any monster to be used as a PC and to give easy rules to do that.
I agree for the races most likely to be in question. Humanoid creatures, sure, I'd like to see stats for and be able to decide that Orcs are rather peaceful in this particularly game and allow them as PCs. I think it is a waste of time and effort that designers could spend elsewhere by going to the (considerably large) effort to try to make dragon PCs work for the 5% of people who might allow it.
Actually I'd rather it be (and to my understanding it already is) much more broad than that. Having limits ONLY limits. It doesn't allow people to play things they want, to match the game setting or style they are playing.
I understand the desire to play absolutely anything and to have the rules be a toolbox. I can tell you that having played enough systems that the ones that support more things are precisely the ones with horrible balance issues and often rules with very fiddly bits that make knowing and applying the rules difficult at best.

I like Hero System/Champions, but I know that it'll take much longer to run combats and make up characters than if I play D&D...so I rarely play it. I love the world and concept of Rifts, but in an attempt to support EVERYTHING there's no baseline power level for characters.

The same thing is true in D&D. In 1e and 2e(which had NO rules for playing any PCs other than the basic races and some subraces of them) and 4e(which has no rules for playing PCs more monstrous than Orcs) are all fairly balanced in their own ways. They all have ways they could be improved, but for the most part you end up with PCs who don't completely overpower anyone else.

Meanwhile, 3e/3.5e tried to become too generic a ruleset, putting rules in for playing all sorts of monsters(albeit none of them in core rulebooks and all of them optional) because a hot mess of imbalance and powergaming. The more things that were allowed, the worse it got in terms of balance...and time spent arguing rules at the table. Since PF pretty much copied 3.5e whole cloth, it still has almost all the same issues.

I don't want to see D&D go down that road again.
Working with the classic core four classes isn't an approach that works with a dragon in the game. You may not like that, but I LOVE it. Neither of us should be ignored.
I would normally agree with you, but seeing the numbers in the polls, I don't think there's enough people who want dragons to make it worthwhile.

I'd much prefer a game with more limited scope. Maybe someone else can write DragonQuest the RPG where everyone plays dragons that fits your style better.
I've always considered part of the reason the world had adventures is that no one else was stupid enough or skillful enough to do the adventuring thing. Therefore it gave the PCs a unique "You people are going to die, but do you want to use that ancient gold to buy a drink" vibe.
Yep, I agree with this. But there's also a bunch of skilled people out there who would never go on adventures. The teacher at the Wizard Academy might be super powerful. But he has no desire to go into dungeons and risking his life. It's a combination of skill and bravery that makes heroes who they are. To me, it doesn't feel like a dragon needs bravery. He's a dragon. He's capable of taking on cities by himself just because he was born.

What I go further is to say that you SHOULD eventually get wish/miracle and you should eventually be allowed to be a dragon if you want.
This is the key. I believe you should never get any of these things. They are too game changing and have only ever caused problems in games. Wish especially is a contentious spell. I can see magic items or powerful creatures granting PCs a Wish once but to have it as a spell that a PC can cast multiple times a day just makes the game unmanageable. At that point, you can't play a game that has 5 PCs of various classes going on adventures. You play whatever the guy with Wish wants you to play.

Dragons have a similar effect on the game. There is no good way to balance them. So they shouldn't be allowed.
What I don't care for is when people tell me that WotC should not bother exploring this, simply because they do not like it.
It's not a matter of not liking it. I will likely never choose to be a Hobgoblin, the race is just kind of stupid. However, I don't think they should be removed as an option from other players, since they are pretty much just large, strong humans. I don't want people playing dragons, because even if I choose not to play them other people will if it's an option in the rules. I don't like playing with dragons because they are way too powerful and it makes me feel like I'm playing a worthless character until I join them and also play a dragon.

Plus, there is a limited amount of space in the books. Each page devoted to playing dragons is one that isn't dedicated to something I'll use more often. Each book that comes out explicitly about monster PCs is one that isn't produced about something else.
Honestly I would love to see rules where the PCs are (or at least start out) a LOT more average member of their race.
From what I hear this option will already be in the next version of the D&D Next playtest rules and I agree it might be a nice option.

You can do it in past versions of DnD. It doesn't matter if it aligns to fairy tales or not, dragons as PCs can and should be a reality.
You were able to do it in 2e with a poorly selling campaign book explicitly designed to run an ALL dragon campaign that warned you not to mix dragons with non-dragons(which we ignored and turned out badly). You were able to in 3.5e. You weren't able to at all in OD&D, 1e or 4e(and basically 2e as well).

In fact, the entire idea of playing races other than basic humanoid ones pretty much entirely came from 3e/3.5e.


I have a hard time that ANY power shouldn't be something the PCs can do.
This I can't disagree with more. There NEEDS to be a limit. The ability to snap your fingers and change the universe makes for a really boring game with no risk at all. Risk is what creates tension. Tension drives stories.

DM: "So, the evil Wizard appears in the sky and says 'HAHAH...I now control this land and you are my slaves...you will bow be-"

PC: "Yawn, I snap my fingers, the evil Wizard and all his henchmen stop existing. Wait...no, they continue to exist, but now they are all fanatically devoted to me."

DM: *throws out a 50 page book of notes on the adventure he had planned* "Well, that's done."

The real problem was that abilities like Wish were considered to be things only NPCs were ever going to have in 1e and 2e. PCs were required to start at 1st level according to the rules, most of them had racial limits that prevented them from every becoming powerful enough to cast Wish and even if you were Human it would take years and years of real time to play long enough to get those powers...without dying once.

Basically, they were included in the book so the DM could have cool spells to use against the PCs. They even included text that basically said "When PCs attempt to use this spell, screw them over at all costs".

When 3e came out, it attempted to smooth the level curve and make high level something that was realistically possible. Which meant players felt they entitled to get 9th level spells and that super powers were something that PCs should legitimately have. It's had a detriment on D&D ever since.
2. Which leads me to.. if the PCs can't do it, then (IMHO) the MONSTER shouldn't have the ability to do it either. If it is too powerful or game breaking for a PC then it is too powerful and game breaking for a DM. I'll admit this is my bias. Even a Medusa with an auto "if I see you then you are stone" has limits that are comparable to PCs.
The thing is, the ability to turn a PC to stone in a combat is interesting, it creates a complication for the PCs. They have to find a way to turn their companion back. They have to take precautions to avoid being turned to stone. It's a good break from constant hacking and slashing. The ability for a PC to turn each and every one of their enemies to stone is...repetitive and overpowered. There's a reason that in fairy tales, myths, and the like the heroes almost never have these abilities.

Plus, as a DM, one of your primary goals is to make the game fun for the PCs. You already have infinite power. You can say "A god doesn't like you. You all die, roll up new characters" any time you want. A monster with the ability to do something really powerful isn't going to suddenly break the game. You'll likely use it responsibly because you want the players to have fun.

A player doesn't have those restrictions. They're goal is, often, to defeat the challenges put in front of them in the quickest, easiest method possible. Many of them want to beat the DM at all costs. If you give them an ability that will allow them to do that, they'll use it every chance they get.

Though, I'd like to state for the record that abilities should be remotely balanced for monsters as well. Still, there is a difference between an ability controlled by the DM which can realistically get used 2 or 3 times in an encounter before the monster with it dies and giving it to a PC who will use it hundreds of times during a campaign.
I don't know if I was unclear or you are just misunderstanding. It was not player vs player fighting. It was character vs character.
This amounts to the same thing for me. Under VERY controlled circumstances, PC vs PC conflict can be fun. But more often than not it escalates as someone decides to do something that makes one of the other PLAYERS angry. Then it becomes a player conflict with one player saying "Look, I'm just roleplaying my character" and the other player saying "You can hide behind that defense all you want, but you attacked my character and you CHOOSE the personality of your character and the decisions he makes so anything your character does is ultimately your decision. Why didn't you choose to play a character who would work WITH us instead of against us?"
It was a matter of babysitting the ogres in so much that they didn't understand the complicated rules that humans made for each other.
Right, I understood. This kind of roleplaying can be fun for some people and not so much for other people. When we did it, we found it amusing for the first time.

But when we had someone who was playing the 5th or 6th Ogre we had seen and we had to explain what a toilet was because they hadn't seen one before...well, it was just getting old and we wanted to move onto new territory, not rehash the same roleplaying over again.

It's a matter of focus. When you sit down and watch Game of Thrones, you expect it to be a medieval story about empires rising and falling with a hint of magic everywhere. If suddenly someone with Q(from Star Trek) level power showed up and started turning people blue and teleporting them to random places on the planet, it would change the focus of the story dramatically.

When I sit down to play a D&D game, I expect the focus to be on adventuring, killing monsters, and acquiring magic items. When the focus instead becomes "trying to find ways into cities without dying and explaining culture to our ogres" it's a very different game. One, that I agree, can be fun in the right circumstance, with the right people, and only once in a while.

He would have probably won if it came to it, but it wasn't a certainty. That distinction is important.
Right, I just assumed he could defeat them easily from your statement. If it was up in the air...well, then caution is understandable. However, coward PCs are a pet peeve of mine. This recently came up in another discussion I was having in a Facebook group about PCs taking "non-tactical actions" i.e. any action that didn't help the party win. I hate when PCs spend actions hiding under tables, cowering, or just plain not being helpful. Too often DMs plan encounters assuming all the PCs attack every round and when one PC is a coward, we all die.
I think this argument about imbalance and balance is rather pointless in the long run so I think we can move past it.
I agree, it's mostly semantics. The point is the word "imbalanced" simply means "not balanced". So the idea that something could be balanced while simultaneously imbalanced makes no sense to me. What you are talking about is that PCs need to be more powerful in some areas of their character while weaker in others. I completely agree with this.

I just want to make sure the total sum of all abilities on a character roughly equal the sum total of all abilities on another character.
Okay? What does that have to do with mind flayers? Also what book was that? The only mention of Firbolgs I can find from a brief search of google says the second MM (which is 3.0).
Savage Species, I believe. It's been a long time. It might have been a nearly equally powerful giant.

It has to do with mind flayers because it is also a powerful creature that was allowed at 1st level. In fact, in that book there were a number of powerful races allowed at 1st level.
The people who play them now are the same ones who played them before. They enjoy the fluff that goes with the race, not the stats.
It definitely sounds like you've found a group of roleplayers above all else. This clouds your opinion. Trust me.

We played 4e until recently and it was considered a cardinal sin that would get you made fun of every couple of minutes until you changed your character to play a race that didn't get a +2 stat bonus to the primary stat for your class. As far as we were concerned, there was no such thing as a Dwarven, Elf, Halfling, or Half-Orc Wizard. They didn't get bonuses to Int, so they were(as far as anyone in my group was concerned) barred from taking Wizard entirely.

If there was a race that gave +4 to Int, it would then become the ONLY race that could be a Wizard. Thus, even ONE race allowed that was more powerful than another changes the game dramatically.

Not even when mandated by the DM. I haven't seen that happen at ANY level. I defy your assumption of a standard party. Monster PCs mean nothing in that equation, as no group is ever "normal".
Wait, how did a group whose composition was mandated by the DM manage to get away with breaking those rules?

Also, let's say my experience is quite a bit different. Your group is used to playing weird races. Mine is not. We played 2e D&D for years and there WERE no non-PHB races for the longest time. When they eventually came out, people played them but "weird" in those groups was playing a Grey Elf as opposed to a normal elf out of the PHB(which we did because none of the PHB races got bonuses to Int. See above).

In 90% of my 3e/3.5e games, all races except those from the PHB weren't allowed by the DM. We took occasional forays into campaigns where they were allowed. Those campaigns ended up being no fun or fell apart and it gave our DMs more reason to ban all "weird" races in the first place.
Which is the same as "I'm a fire evoker. I'm capable of leveling entire cities, by myself... because I'm 5th level or higher, at which point I just get better at doing that."
There's a difference between "I can cast 3 fireballs a day" and "I can use breath weapons forever and fly forever"

The evoker casts a couple of spells, causes significant damage and then is tackled by random guards when he doesn't have any spells left, imprisoned and sentenced to death. A dragon continually flies over a city at high speed roasting people forever without really worrying. A Fire Giant likely has a bunch of powers he can use at will as well. As well as the ability to just step on buildings. It's the difference between Godzilla attacking a city and some guy with a flamethrower.
Roleplaying a fire giant has its own problems, as I said. It would be similar to a necromancer having a giant sign around their neck that said, "I'm a necromancer, I'm going to bring granny back without her will. Kill me now, before I raise an army." Except "normal" PCs aren't forced to wear that sign.
I still believe that roleplaying disadvantages aren't disadvantages in most games. Sure, you are a fire giant and people want to kill you. So, you simply don't go near cities or talk to anyone. You go on adventures in dungeons and haunted forests where you don't so much worry about people and use your impressive combat powers to more easily defeat the enemies.

If you're forced to deal with people and these situations come up, your DM is left with 2 options: Kill your character or Not. If your DM wants the fun to continue, he'll purposefully use encounters weak enough to defeat or have people get angry but never to the point of actually attacking you. That just gives you more XP and more attention. It's not a disadvantage.

Unless the DM kills you...in which case, you've learned not to be a monster in the future because you'll just get killed.
I'm going to convert this into pathfinder, as I can't easily compare similarly leveled "PCs" in 3.5. A CR 14 adult silver dragon (I'll use any other CR/dragon combo you want if you choose - just let me know, this was the first one I happened to open up in the pdf) has the spell casting ability of.. a caster level 7th. Their most powerful spells, which are per day btw, are dispel magic and wind wall. Those spells are 3rd level. A CR 14 cleric's (thank you NPC codex!) most powerful spells are: fire storm and unholy aura and caster level 15. Both of which are 8th level. So, having an insane CHA and a spell list of 8 levels lower doesn't seem like a huge issue to me.
I'm sure their hitdice, bonus to a bunch of stats, ability to fly, use a breath weapon, have a large amount of natural armor, and a bunch of other abilities more than makes up for the difference in those spells.

I can't speak to Pathfinder. But keep in mind that CR is a balancing mechanic for monster, not for PCs. A CR 14 cleric isn't a level 14 cleric(who can only cast 7th level spells, not 8th). A CR 14 dragon isn't a 14th level dragon.
That seems like a problem. You shouldn't allow those PCs at the same level. Then again, having the same number of spells (and same quality) as a wizard of 8 levels lower seems perfectly acceptable to me.
This is entirely edition/specific spell power dependent. I agree, in some games that different might be acceptable. In other, it might not.
Except, again, most people seem to have little interest in playing it as somehow, with those scores, this ends up being a sub-par choice. Maybe it is that extra damage against a specific element and that you can't hide in a town as you will make waves no matter where you go.
Like I said up above, that's unique to the people you are playing with. I'd guarantee a 100% chance my entire group would choose dragons given that choice. Their philosophy? Who cares what people think of you when you are more powerful than them.
Let's go back to that dragon and dragon-rider scenario I came up with before. Why would the NPCs assume the dragon was in charge?
Well, because D&D dragons have traditionally been twice as smart and twice as powerful as the average mortal. Reading through Dragonlance, Forgotten Realms, or Greyhawk novels, setting books, and adventures will give you plenty of examples of the way dragons are treated by people in those worlds. NO ONE rides dragons in them except for in extremely rare cases. In Dragonlance it was a big deal when the Dragons let people ride them because the entire world was in peril. But the riders were never in charge. The dragons were often WAY more powerful than their riders. There's only a couple examples where some of the most powerful people on the planet managed to become powerful enough to actually be equal to a dragon and gain its respect enough to be considered equals.

These individuals were 18th+ level and were renown throughout the world.

All of these, of course, should now no longer be playable because the DM might decide to make NPCs consider them the leader when they enter town?
I use the standard baseline of Dragonlance/Forgotten Realms/Greyhawk. Angels would probably have equally bad problems. Which is why I don't allow them either. In these worlds pretty much all the standard races are considered close to equal. Everything else is up in the air.
Sounds like your DM is a bit of a jerk, ignoring the rest of the PCs and even ignoring what the dragon says. He may not be, he might just have a specific vision, but in that case if I were the DM I would have communicated that to the PCs before starting and in such a case it would not have looked like this either.
Yeah, that happened when we were younger. I admit that the DM was trying to get his point across kind of ham handedly and was a little bit of a jerk. He didn't want a dragon in his game and explained that to the player. But they insisted. So, that's what happened.
Fair concerns. Mostly the Monster-PC's problem as I see it. But it seems likely that if you do a full campaign with such a PC that you would have a common operating procedure for how logistics of town workout. Also, adding logistics doesn't mean anything about how fair, balanced or else while how well a PC works. If it were then wizards would be disallowed because of the extra bookkeeping.
The thing is, one of my major hopes for 5e is that it will reduce the bookkeeping for Wizards for that exact reason. We spent too much time at the table talking about how long the Wizard rests, which spells he prepares and so on. We were often waiting for the Wizard when everyone else was ready to continue.

Why would he be trying to work for a king? What is the motivation that causes it to go adventuring any more than any other dragon in the wider world?
This appears to be the main difference. It sounds like you play in mostly player driven campaigns. What adventures you go on are decided by the players or at least heavily influenced if not written around them. In most of our campaigns, our DM buys an adventure from the store, says "Ok, I'm running this, everyone roll up 12th level characters". Then when the first session comes along and he says "You are famous adventurers and you have all had a messenger deliver a message from the king inviting you to his court and are standing around waiting for him to enter.." and the player of the dragon says "Umm, they let me in? How did I fit through the door? Why did I get a note from the king? I've never adventured before. I'm level 1."
B. You could just assume that the dragon is able to fit. Every door doesn't need to become an obstacle. Why can the PCs wander around freely in a kobold or goblin cave? Isn't that an obstacle in itself? What is the different here? Being size medium doesn't convey its own special properties, except that it is assumed PCs are probably that size.
Most kobold caves are big enough(though barely) for Medium sized people to squeeze through. But the point is in consistency. Most adventures take place in tunnels big enough for humans(because every race in the PHB is that size or close to that size). If one person can't get through a tunnel, it's likely an obstacle that no one in the group can get through. Therefore, as a DM(especially when you are planning an adventure in advance of knowing who the PCs are or running a purchased adventure), you can be assured that the PCs can all complete the adventure and won't have to be left behind.
C. Let the dragon stay outside. Why does he need to go see the king? Chewie didn't get a medal. That sucks for him, but he's a wookiee. The droids weren't allowed in the bar because their kind wasn't served there. It sucks for them, but if they were PCs it was their choice to be droids. They need to live with it.
This works fine in a movie where you can write a character out of a scene and they won't complain. In a game, I would never tell a player to "live with it". I used to have a DM who used to do this all the time. He'd run scenes which sometimes lasted 2 or 3 hours with one character while everyone else was told to live with it. We'd sit there for the 1st hour or so before we'd get bored and go wander off into the other room and put on a movie. Half the time, the DM had no idea that it was going to take that long. He figured it would take a couple of minutes, but then circumstances just kept the scene going.

Over time, I've developed a rule of thumb that says NEVER split the party for ANY reason. Even if you think it'll only take a couple of minutes. Obviously, this isn't completely practical. Sometimes the PCs aren't in the same location. But we take EVERY precaution to make sure it doesn't happen. Which includes "please don't play PCs who might have to sit outside in the woods while we go to town".
I would then say, if flying is a game breaking ability that you shouldn't allow ANY PC the ability to fly. Don't allow dragons, pixies, or even wizards to take the spell. Seems like a blanket coverage could work there. If flying isn't game breaking then you can allow dragons for that game, at least on that ground. I don't see the problem here, except that you say certain abilities are game breaking and that I say if they they are that no one should have them.
There's a difference between an ability that is limited and one that is infinite. Being able to cast a spell once per day that lets you fly for 5 minutes is horribly different from one that allows you to fly over an entire country.

One is useful for "I get over this pit trap. It cost me one of my spells per day that I could have used for something else". The other one has no ends to it's uses. Not the least of which is the ability to bypass half an adventure's difficulties.
While I later talked about roleplaying disadvantages. That wasn't what I said. And so my response remains the same.
DON'T make the disadvantage nebulous. If the only disadvantage you can come up with is a nebulous (you say roleplaying is always nebulous) one then don't allow it. Or do allow it and accept that everyone is going to take it.
Or, there's a 3rd option: Don't print it in a book so I don't have to disallow it.
This would be the latter. If you are too lazy or otherwise disinclined to worry about the disadvantage then you shouldn't blame the advantage.
What if 95% of DMs are too lazy or disinclined to worry about the disadvantage because it simply didn't fit in with the game they wanted to run? Would it be easier for them to run a game that didn't have that disadvantage or to have to create a list of disadvantages they don't want in their games.

Also, this is creeping in on Stormwind Fallacy territory. If you don't know it, it's the fallacy that says "Just because a DM can fix a problem doesn't make the rule bad". If the disadvantage causes problems when D&D is run as a standard hack and slash dungeon crawl game...then it is a bad disadvantage.
If the person in question is a member of the party then NO interaction is impossible. If the PC risks getting into a fight with literally everyone he talks to then he is going to die or be shunned. That is the choice the PC is making by taking the traits he did.
Except that all my games(and the games of most people I know) include a "no PC fighting" clause. The PCs MUST work together and may not attack or steal anything from each other. This is to prevent bad feelings, see above.
Using my example from earlier about the PCs meeting the king and the PC having such a terrible disposition that the king orders him executed seems apt here. You say that in that case the PCs should side with him because the king is overreacting. But if the same rules apply to PCs as they do to NPCs and that particular member of the party offends people to greatly that the king orders him dead, then there is NO reason why the PCs should be siding with him. They may go as far as not killing him but they should be repulsed and not feel sorry for him. Those are the lots he drew - intentionally.
There's one really good reason: They are friends. You stick up for friends, even when they do some stupid things. Especially friends who have saved your life about 30 times in combat against nasty monsters.

And someone being rude is no reason to kill someone. Just imagine if you tried this is real life:

"Screw you, Mr. President!"
"Secret Service! Kill that man!"
"Wait a second, you are going to kill our friend because he insulted you?"

I understand that this is a king and D&D tends to have medieval morals. However, most PLAYERS don't. And you'll find that they tend to bring real world, modern morals with them into the game. My players would see absolutely no difference between these situations and would be wondering why the king suddenly went crazy and starting killing people.

Why is the party openly working with this "horrifying and belligerent" person? Forget that he is an ogre, what roleplaying reason can you give me that they are working with him?
Probably the same reason I allow my friend Jim to play with us. He's belligerent in real life. He complains constantly and he likes to say things that would be horrifying to normal people but I'm used to at this point so we ignore. He's my friend and has been for a long time and he stuck up for me when other people wouldn't. So, I return the favor.

Some people can look past a horrifying appearance. Especially adventurers who are often already outcasts, weirdos, slightly insane, orphans. They tend to find similar oddballs and accept them into their "family". Once they are in, there tends to be a lot of loyalty.

a select few who can go from "okay we have to work with him, but watch him" to "man this guy is getting on my nerves" to "he is so ugly/annoying and useless, kill him" far faster than anyone else the "horrifying and belligerent" person is going to encounter. Why are the PCs exempt?
We don't play games where people kill each other simply for being ugly and annoying. No matter how ugly or annoying they are. And if they are a PC, they have the advantage of being the player who is sitting to your left. You know killing their character might cause them real life annoyance. You also know killing them will cause them to have to spend time and effort making up a new character...which means they'll likely miss the rest of the session. Which is no fun for anyone. Especially if the DM has balanced the next couple of encounters around 5 PCs and there are only 4 now.

Basically, killing another PC will tend to ruin the entire session, possibly the entire campaign. We don't do it.
Is it laziness if the DM doesn't enforce that disadvantage? Yes. Or at least apathy but given the scale of the disadvantage, I'm going to go with laziness. He is unwilling to do it. I don't care why, the disadvantage is fine, the person applying it is doing it wrong.
There are just so many situations where you CAN'T apply a disadvantage. You aren't being lazy. It just doesn't come up. Imagine a 30 level dungeon entirely filled with undead and oozes that hasn't been explored in 1000 years. The PCs are playing an adventure where they are seeking an artifact at the bottom of it because they found a treasure map.

There are no NPCs to interact with. The PCs roleplay a little bit from time to time about how annoying that Ogre is, but otherwise the disadvantage has no affect on the campaign. I don't think you can blame the DM for this one unless somehow you are going to claim that no DM is allowed to run a campaign without social interaction.
Which is a non-nebulous disadvantage. As I suggested.
Because it isn't a roleplaying disadvantage. It's a physical one.
If the only disadvantages you accept are non-roleplaying ones. (I'm sure I'd allow roleplaying ones on my list but that is beside the point at the moment) then make sure they all have this level of combat(?) disadvantage.
The problem is that by definition roleplaying disadvantages don't HAVE combat disadvantages. That's what makes them roleplaying disadvantages. Which is why you can't balance around them.
It just proves that you can break something when you are attempting to break it.
Some things are easier to break than others. If your lamp has sharp, broken glass sticking out in odd angles around it, it's very dangerous to try to get to the light switch. Even if it's useful for light once you carefully navigate all the sharp points to get to the switch.

The system in question was 90% likely to break and 10% likely to come up with something good. Which is not a good tradeoff. It takes too much work for the DM to have to constantly adjudicate every character created with it.

This is the same discussion I had with one of my friends once about why he didn't consider 3.5e broken. He said that it was perfectly fine because the DM could disallow anything I could think of that was broken. I asked him whether he wanted to spend the time and effort disallowing my character over and over and over again. He told me that if that happened, he's just blame me for being a jerk than blaming the rules for being allowed.

I told him that I'd prefer the rules create characters you DON'T have to bad 99% of the time and have to deal with the 1% edge case than deal with a system where I have to ban 90% of all characters created using them.

In other words, I'd prefer that you'd need to smash the lamp in order to cut or electrocute yourself rather than having one with exposed wire and broken glass. Even if the lamp without exposed wires was a little bit dimmer.

I should probably make a simpler character as it will be accepted immediately. Again, with that said, I see no reason why I couldn't bring the dragon PC to the game assuming it is "balanced".
I agree entirely. But once again, I just have doubts that such a thing is possible.

Over powerful monster PCs are a problem, powerful monster PCs are not. Some people might want to use them and some won't, both should be allowed.
I think we mostly agree on this. The difference is I see these creatures as being overly powerful just be their nature of being these creatures.

What I'm saying is: "weaker" dragons are unsatisfying and Dragons are over powered. Therefore, there is no option but to disallow them. Especially if it gives us space for something I'll use 100% of the time.
Did you throw the book out and never use it again? Or did it still have material in it that was acceptable.
Mostly, I just threw it out. I liked some of the other stuff in the book like splitting stats into 2 parts to allow people to customize their characters more. But it often ended up splitting up stats into combat and non-combat stats. Like Strength was separated into "Lifting things" and "Bonuses to hit and damage". The system allowed you to lower one to increase the other one. So, everyone increased their combat bonuses at the expense of things that were "less important to the game" like lifting things. Which turned my players even more into combat monsters.

Eventually, they just proved to me that more freedom in character creation wasn't actually a good thing and just caused more problems than it solved.

It was right near the end of our 2e playing. 3e came out shortly after so we switched and didn't have to worry about it anymore.
If a specific monster in the MM is over powerful and broken should the full book be thrown out?
Nope, but we should definitely try to avoid that. Or errata it when it happens. My point isn't a specific entry, but an entire subsystem of the game.

For instance, say that ALL feats printed in 5e were extremely overpowered. But the game assumes no one will take one and doesn't put any limits on how many you could take. Everyone will start taking them ALL. If you limit everyone to one, it might not be very broken, but monsters might be extremely easy to defeat because they were build assuming no one had any feats. But if you disallow feats, you have now wasted a large section of your book on something that (likely) no one will use.

I feel the same way about extremely monstrous races.
I'm assuming it is the combination of factors that led to that powerful character, it usually is. Those individual factors are an issue but by themselves they are not.
Yes, a game normally breaks when rules are combined. It's fairly easy to balance a small number of options. When you have hundreds of options and they can be combined in any way you want it starts to fray around the edges. Especially when those options are introduced after the fact and are tacked on or are designed to be used as optional rules. Those rules are often not playtested as well as the "core" rules.
Gestalt by itself works (with different assumptions that everyone else has the option) fine.
I think I'll stop you there. Gestalt doesn't work fine and may be the most broken mechanic introduced ever. It creates a random assortment of characters with no baseline of power at all. If you allow ALL your PCs to take it, it is slightly more balanced. However, it throws all assumptions of power in a campaign out the window and makes it impossible to choose enemies who aren't either extremely overpowered or underpowered for the PCs.
I'm not positive I understand what you just said but assuming I do.. Those don't seem remotely equal to me. Seems like it should not be allowed in the first place. Any ONE of them, fine, but not all combined.
I think you had the correct reaction. You understand. It was stupid. He ended up with a character who cast spells as if he was a 1st level cleric and 1st level wizard, had all the rogue skills, 1d12s for hitpoints and THAC0 of a Fighter. He could still wear full plate while using all his spells. All he had to do was keep taking roleplaying disadvantages to keep taking better powers.
Again, "average" guards vs. VERY abnormal PC was the problem here. If a dragon is part of the team then the world is going to be different because he is part of the team. It is the basic assumptions that was the problem here.
Here's my main concern. I like the world to make sense. Which means that the difference between the "average" guard and a PC shouldn't be SO great as to be undefeatable until much higher levels. D&D Next already has this going for it. Even a PC who is level 10 can be hit and likely killed by 50 or 100 level 1 guards pretty quickly. In 3.5e, a 10th level fighter could take on 100 level one guards without blinking or even worrying that he'd get below half his health.

I'd prefer the average power of a PC is lowered to the point where the idea that they could be equal to a dragon is thrown out the window.
I never considered that any monster PC in a party should allow you to run a game exactly as it is. But I don't see it as any more effort than if the party was full fighter, full wizard or any other non-standard combo. I have never encountered a standard combo but that means less over all.
I'd get annoyed if people showed up with an all fighter or all wizard party as well. Because I'd likely have to modify my adventure to make up for it. I don't have the time or inclination to do that.

Though, I'd still have to modify it LESS than if they had a dragon.
I was recently listening to a kingmaker game (PF adventure path) where the party didn't have a rogue. No one in the party had the ability to detect or unlock secret doors, or traps. They managed but it was different than if they had a rogue in the party. The DM was nice, he allowed them to find the secret doors, but not the traps, as he NEEDED to as they would have been unable to proceed without doing so. It was a published adventure path. The whole game could have gone out of the window because they lacked a rogue. Having a dragon that could rip through enemies with insane speed would have been a non-factor if they couldn't find the secret doors. Power is relative.
Hmm, not sure what PF rule prevents anyone else from detecting secret doors. There certainly isn't one in 3.5e. The rogue's only power was to find traps above DC 20.

But, yes, I agree that a party should have everything they need to succeed. Which is partially why monster PCs cause so many problems. If someone is a level 2 Rogue because they are also a dragon, it can cause as many problems due to them being too weak, in addition to them being too powerful.
If I understand correctly, he wasn't just walking past. He was pissed off, ugly and unnerving. He was provoking them by being.
True, but as he pointed out...his character had no control over being in existence.
By your account the guards in the town were incapable of challenging the PC. So, the comparison I guess would be.. a 6th level barbarian (I'm guessing?) with rage who is able to single-handedly defeat the entire town of guards. Rage isn't the problem. The guards being too low is. Too few is another problem. None of them having access to the same rules the PC is using is another issue.
This entire paragraph is just too rooted in 3e philosophy. The answer to everything in 3e is: Give the monsters everything the PCs have and increase their level to counter any power the PCs have.

I prefer a world where nearly every guard in the world is 1st through 5th level and the PCs are considered to be extremely special because they are some of the only people in the world who ever saw enough combat to get above that level. Where powerful spellcasters are EXTREMELY rare.

That kind of game worked fairly well in 1e and 2e. But 3e just kind of set up a world where there were thousands upon thousands of level 20 NPCs because the PCs were level 20 and needed something to fight.

Luckily, this appears to be something they are going back to in D&D Next.
The problem is your assumptions going in that the entire world is exactly as it should be if he didn't have those powers.. then giving him those powers and wondering why everything goes to hell. I don't blame the powers.. I do but I only blame the combo (at least for now).. it is that your assumptions never changed.
My assumption is that any character you can make with the rules is the same power. If the rules let you make a character who is more powerful than everyone else, they are bad rules.
In the world of blind men, the one eyed man is king. I don't blame him having a single eye.. I blame everyone else that didn't.
This philosophy just creates an arms race that becomes really stupid after a while. I remember near the end of Living Greyhawk where our campaign which was forced to use the rules precisely as written with no restrictions ended up having a rash of players who managed to choose a bunch of overpowered options and became so powerful that when we used standard monsters, it was simply no challenge at all.

So, adventure writers responded by "using" the rules to create the best monsters they could. Which is to say they started having monsters getting absurd combinations as well. Oozes with levels in Monk so they could get Improved Evasion and adding their Wisdom modifier to their AC, all monsters taking 1 level in Warrior to get hitpoints and a bonus feat because one level of an NPC class didn't increase their CR, monsters who had random wizard buffs placed on them with absolutely no explanation as to how they got them since none of their allies were wizards, taking combinations of broken feats or magic items, and so on.

It really became dumb and was a huge topic of conversation at conventions I went to. Authors insisted there was no way to challenge PCs who were allowed to use ALL of the rules without having access to ALL of them as well. Players insisted that there was no way to take on the challenges in the adventures without abusing the rules.
Okay, so in my previous example, the player wants to be a wizard but eventually able to cast miracle. He won't ever get that spell but he gets a lot of other abilities that makes his class unique. He would have to change PCs and classes (something you disapprove of) in order to get miracle.
Which is why, my point was there's a difference between starting as a character knowing you'll eventually get something and starting knowing you'll never get something. You choose your character at 1st level knowing what powers you'll get when you get to 20 and choose accordingly. If you want Miracle you choose Cleric. If you want Wish, you choose Wizard. If you want to be a dragon...you pick something else until the time you are allowed to be one in which case you abandon your character and start a new one.
I wouldn't be opposed to something like this. I think the LA is too high. I also think that whatever the PC options are should be the same for DMs.
There technically wasn't a LA there. The monster is considered to be 10th level without taking a class. The monster gets nearly every benefit that a 10th level character in D&D next would have gotten except class features and he gets flight, better stat bonuses, a breath weapon, and permanent weapons and armor that can't be taken away in addition. If anything, it's extremely overpowered. Though I was making the numbers up on the fly, I don't expect them to be balanced. The only thing the 10 levels thing does is prevent people from playing Dragons before 11th level and prevents there from every being a dragon with higher than 10th level in a class.
By the time you can have a huge size (PF) white dragon you are at CR 15 at the lowest. By that point, the PCs have (assuming core rules) 315k gold. They can be huge size, will likely have the ability to fly on their own. They won't need a huge size member of the party to carry them around.
I'm not sure how they could be permanently huge simply because they have money. I can see the flight with a couple of magic items.

What you are really saying is that having a dragon, of at level at any time, might ruin your game and you don't like them.
Correct.
What I'm saying is that having a dragon, at the right level, it might ruin my game but I doubt it and I DO like them. And that I should be allowed to use them. And that if I'm going to use them then the people making the game should put some effort into it so I can use them appropriately.
I disagree that everything someone wants in a game should be put in. It's apparent that over 80% of people don't want the ability to play dragons in their game. As I've said before. There is always limited book space/development time. I'd prefer they don't waste it on something that the vast majority of players won't use, is hard to get right(so takes more time to develop), and might break the games of those people who decide to use it.

Sometimes it's better to say no to something someone wants. It would be nice to be a Glitterboy pilot with Glitterboy armor from Rifts in a D&D game. It might ruin the game, but I don't think so, and I like it and would have fun playing it. I think they need to put rules for power armor and fusion engines into D&D. But I think it's a bad idea to give me what I want. It changes the tone of the entire game and has a large chance to imbalance games...even though wizards can cast Stoneskin and clerics can cast Lance of Faith so people can already have metal skill and shoot lasers.
 

I had been quite enjoying the dialogue between you two until this point. Races do not get much attention on these boards, and it is a conversation worth having, as long as both sides can keep an open mind.

With this last post, though, it really feels like the open conversation breaks down.

In all of these worlds the idea that anyone would be traveling and adventuring with a Bugbear strains disbelief, nevermind a giant or a dragon. It simply doesn't fit with the theme and background of these worlds.

(Snip)

I will likely never choose to be a Hobgoblin, the race is just kind of stupid.

I am sort of sorry that you have difficulty imagining a bugbear in an adventuring party. It is really not that outrageous, especially given the most popular series of D&D novels features a Drow protagonist. Regardless of what you think of the stories, it seems clear that monstrous races are established in canon pretty deeply, even if (on unspecified grounds) you think a given race is kind of stupid. As for disbelief? You are fine with the Wizard's spell list, but not with the possibility of interracial friendship.

This sense of the "theme and background of these worlds" is not shared by me, at least.
 

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