D&D 5E Wandering Monsters- playable monsters

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....
Interesting idea. I'm not sure it works well under the precepts of later editions, the characters wouldn't be balanced against each other with this method. The Minotaur finishes earlier, but remains 3 "character levels" ahead of the others while in play.

In AD&D, I don't believe racial class caps were about balancing the game between PCs. I think they were more like capability measures based upon the design of the race. Just as subclasses required a certain level in some ability scores in order to be performed capably (for MAD reasons), some races topped out before humans did in the human (PC) classes. They simply didn't have the physiology or mental fortitude, aptitude or whatever to advance to the highest levels. However, when there wasn't a cap perhaps they went further than any humans?

With Monster races we have the possibility of creatures whose natural capabilities overshadow starting level humans in classes. That's different than a level adjustment in my opinion. It means lowering abilities to within the span of the game's playing field. Just as we would if any Ability Score in Next started above 20 for a monster race.
 

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Interesting idea. I'm not sure it works well under the precepts of later editions, the characters wouldn't be balanced against each other with this method. The Minotaur finishes earlier, but remains 3 "character levels" ahead of the others while in play.

Well, I think the idea would be that this Minotaur isn't so much "3 levels ahead," as it is that they're always three class levels behind. That is, when everyone else is Level 4, this guy is Level 1 (+3 levels of minotuar).
 

With this last post, though, it really feels like the open conversation breaks down.
Sorry that you feel this way. I don't believe it has.
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.
When I joined my first D&D group, my very first character ever was a Drow Ranger. I hadn't read about or even heard of Drizzt, though my group had and they made fun of me. They also encouraged me not to play it because it was an evil race that was meant to be monster only and despite the Drizzt books, they still thought it was stupid to allow as a race. My DM didn't want to scare off the new player who just joined his group so he said yes, though.
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.
The monstrous races are established firmly. I certainly will use Hobgoblins and Bugbears as enemies in my game. It's not that I dislike that the race exists. Just don't want to play one as a character. Too one sided. Which is fair, because they were designed as monsters who only needed one side: Big, bad, nasty evil creatures.

I also stated in my first post and keep reiterating, I actually have no problem with humanoid races without extravagant powers being PCs. It feels a little wrong for the setting, but as long as it's rare and the story behind it makes sense, I'm in favor of having these rules. My only problem is with non-humanoid creatures or anything with vast supernatural powers.
 
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Am I the only one who has more interest in "truly monstrous" PCs (demons, giants, dragons) than in "ordinary" humanoid races like hobgoblins and bugbears?

From where I'm standing, hobgoblins and bugbears are not all that different from elves and dwarves. They're just humans in funny suits and hats. A hobgoblin PC played according to type is more or less indistinguishable from a human with a military background and a nasty attitude. A hobgoblin PC played against type is more or less indistinguishable from... well, a human. The diversity of human cultures, and of individuals within those cultures, is so great that it's almost impossible to make a truly "non-human" PC with only culture to set them apart. Elves, dwarves, hobgoblins, bugbears, orcs, gnolls... speaking just for myself, I'd be quite happy to chuck 'em all in the bin, though I grudgingly acknowledge the demand for elves'n'dwarves as PC options.

It's when you start adding special abilities and limitations that nonhuman races become interesting to me. Vampires are a classic example; a vampire has both special abilities (shapechanging, animal control, undead immunities, can't be killed by normal means) and limitations (vulnerability to sunlight, reaction to holy symbols and virtuous herbs, need to return to its coffin or home earth) that no human possesses unless powerful magic is involved. If I'm playing a vampire, the non-humanness of my character is going to be front and center every time I hide from the sun or turn into a bat. A less extreme case are drow, with their sun blindness, spell resistance, and innate powers. Most PC treatments of drow deprive them of these traits in the name of making them "more playable," which IMO deprives them of some of their most distinctive characteristics.

The traditional PC races' distinctive nonhuman traits are mostly limited to "can see in the dark." I rather like that 5E has been expanding this a bit, with things like dwarves having poison immunity.

Of course, introducing vampire PCs, or even non-sanitized drow PCs, is going to screw with the campaign and challenge the DM, which is why I'm firmly in the "monstrous PCs with explicit DM permission only" camp. And I agree that this is not a feature in high demand. But I do hope they tackle it eventually, at least to the extent of providing a framework that would make it possible.
 
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Am I the only one who has more interest in "truly monstrous" PCs (demons, giants, dragons) than in "ordinary" humanoid races like hobgoblins and bugbears?

Nope. Played a pixie sorceress in a lvl 1-20 3.5 Savage Tide campaign, and loved every minute of it. Currently playing a Kitsune bard in a Pathfinder Skull & Shackles campaign, and some kind of werecat in a homebrew system Crimson Throne campaign.
 

I agree, I'm going to try to make this short.
6421 that time :) lol. I dread how long mine is.

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.
Covered by Kobold Stew and Dausuul.

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.
Where is it a small percentage? What number do you define as small? A minority is probably the best thing you can say about it. A popular minority is probably what I would say about it. Either way, there is very little space needed to be "wasted" by allowing monster PCs. You don't need a monster as PC section for every monster, you just need simple comprehensive rules to allow monster PCs. Pathfinder has something that works very well already and the section of the book that has the rules for it is a page. One. PCs as PCs takes a whole book.

I don't. I believe they should be attacked nearly everywhere they go.
Then we agree.
Which is precisely why I don't like it.
Just because you don't like it doesn't mean anything in my calculation of how worthwhile it is. You don't like wizards with spellbooks (bookkeeping) and yet that seems a pretty popular choice.
I don't want to roleplay villagers attempting to kill them off 5 times a session.
Then don't allow that particular monster-PC in your game. I'm not going to try and fight the "5 times a session" bit, except that I think it is a crock.

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.
I don't know where you are getting these figures.

The stat in the article was something lower than this number (iirc), and that related to how many builds were made on character builder about monster PCs. It seems to me then if 5% want to play dragons that might actually be pretty high. How many people wanted to play Shadar Kai? I want a link to whatever you are using that says 5% of people want dragons. I then want a link to the survey that shows exactly how many people want EVERY humanoid race. Every single one. If there are 20 humanoid races then I'm betting some are lower than 5%.

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.
4e good on balance, ergo 3e bad. Got it. You could have started with this in your first post and saved us some time.

For my money, toolbox = good. Always. 3e's got it. PF has it. Any RPG I play right now has it. Unless WotC wants 0% of people who like toolboxes, they had better put some effort into it.

Tovec said:
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.
Again, could have said that last time too.
Replace wish, in my last post, with .. disintegrate? That still too good of a spell? Fireball then. I hope that works.
Then replace dragon, with minotaur.

My argument was about power levels and when people should be able to play things. They should eventually have that power and option just as wizards should have powers and options in spells. Just as fighters have feats or combat ability. Just as rogues have tricks and clerics have divine powers. It is a power level thing, not the specific spell. Dragon is just an example, I'm using it as a placeholder for similarly powerful monsters; ie. Not-humanoids.

Dragons have a similar effect on the game. There is no good way to balance them. So they shouldn't be allowed.
They CAN be balanced. They can be allowed. You never would and that is fine. I again have no interest in making a game solely for your consumption or based on your goals, just as they should have no interest in making one that only adheres to mine.

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.
If you are the DM then that is your choice, to disallow them. If you are the player then talk to the DM and make sure that you don't feel this way; hopefully getting that DM to ban the monster choice. As Dausuul says this should be exclusively the option of the DM. Just because they want to take it doesn't mean it should always be available. But if they want to play it and the DM is okay with it then why should we care if you think they are balanced or not? I want to have dragons as an option in my campaign going forward. If 5e can allow me to do that with no fuss then it will gain my favour. If not, then as I repeatedly say, it breaks my game and makes it not fun for me. If you don't want it you don't have to use it. If you don't want to use feats or skills or magic there is nothing saying you have to use it - and those are (not sure about magic) 5e's design goals. Modules of options.

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.
Dragons as monsters are pretty common. It would no more be wasting space as a monster to fight than if a monster to play as a PC. Like I said, the best rules I've seen so far require a single page to use.

In fact, the entire idea of playing races other than basic humanoid ones pretty much entirely came from 3e/3.5e.
Then I'm glad it came out then. A nice innovation that they should not simply ignore because it doesn't fit in your sensibility.

Tovec said:
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."
Wow. Okay. Where to start.. more or less in order I guess.

'The ability to snap your fingers and change the universe' is not a power than any monster has (that the PCs don't). Wish has limits and PCs can do wish too. What you describe above doesn't exist and shouldn't exist for either party.

If I reverse the DM and PC tags (and slightly modify) in that back and forth it doesn't make it make any more sense. See (my changes in bold):

PC: "So, the good Wizard appears in the sky and says 'HAHAH...I now control your land and your slaves are free...you will bow be-"

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

PC: *throws out character sheet and notes on the adventure he had played* "Well, that's done."

It is silly for the PC (playing the good wizard) to have that power just as it is for the DM playing the evil wizard. In that case the problem is with the power itself. Flying is a problem on both sides of the screen. Having sight in a world of blind people is the problem.

However, having sight isn't a problem when sight exists in the world. It is a problem when only one person (especially a PC) has it. If dragons are broken for PCs then dragons are broken for DMs to play. That is my point of contention here. Yours is sided only on the PCs have power side.

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.
But the gods having that power is something that I would fully allow the PCs to have if they became gods. That is exactly the thing. You wouldn't probably allow your PCs to get there, but I have. The problem is balance and expectations. PCs wanted to be gods, but the whole game had to be geared for that. They went on a god killing game and I made sure the rules and campaign expectations worked with them god killing. There were other gods and they only did things that were on par with the power they weilded. The PCs however never went to Greyhawk and never tried to be normal once they got divine rank. That is the step you are missing.

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.
Agreed. But my point is that if such a monster is a party member and he has the ability to turn people into stone, or whatever that monster can do, then that is ALL they do. The wizard can fly, fireball, cloudkill, and so on. The dragon can only fly and fireball err.. breath fire. Those should be balanced. But it is still the ONLY thing the dragon is doing. Also, during his off time he isn't just another member of the team; he is a dragon that everyone can see and who will provoke townspeople by existing (and certainly by coming to town).

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?"
That is what I would be asking too. NOT ALL monsters are the problem. Some monsters are going to be, especially if they can't work with the other party members but not all monsters are going to be that way. If a PC chooses to play a monster that will be an issue, either with the world or with the party, then they are making the active choice. The other PCs are perfectly justified in asking "Why didn't you choose something that can work with us?"

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.
We found it to be amusing every time. Glad we had this talk. I'll keep playing monster PCs then. Your bad experiences after those first few times do not colour mine at all.

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.
SPOILERS YOU HAVE BEEN WARNED: And yet, in game of thrones there ARE dragons. The world accepts and understand that they exist. If those "characters" were PCs then the world has the understanding that they exist and can make preparations against them. They are tiny now, but can easily kill a full grown man by themselves, faster than any other fighter in the show. They will eventually grow so large that they can conquer kingdoms - we have been told that has happened before.

The guy with Q level powers is the wizard with spellcasting. Those are still allowed by you however.

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.
Sigh, the game doesn't have to become logistics. It can, especially the first time, bog some things down but it really doesn't have to. If you have bad experiences then I recommend not using the ruleset. That doesn't mean anything about how fair or balanced the ruleset is nor whether I should be allowed to use it. Your experiences here are moot.

Savage Species, I believe. It's been a long time. It might have been a nearly equally powerful giant.
Still 3.0 and irrelevent to the conversation, except to note that Savage Species was broken. Not all monster suppliments are, and monster PCs don't have to be. But savage species was broken and I'll admit it.

Tovec said:
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.
Lol, not at all.

No, if anything, the people who play the "powerful" races before are the same ones who do it now. The ones who play the fluff play the fluff either way. I'm saying the motivations are the same. But, given PF's new model, those who play power and those who play fluff BOTH play the same as they did before. People are no more likely, in my experience, to play a dragon or a minotaur or anything; including Tiefling, more now than they were before.

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.
That kind of thing happens/ed a lot in my group, except that it wasn't a sin. It was considered sub-par and so people rarely did it. They would do it for fluff purposes, or to get different bonuses or build different kinds of characters but it was never a sin and certainly never expected for every character.

Wait, how did a group whose composition was mandated by the DM manage to get away with breaking those rules?
I guess it was a combination of things.

No group of my extended group of players and friends would ever accept a DM specifically specifying their race/class combo. We usually rebel when limited to too fine a selection of books.

The closest we've ever had are usually something along the lines of "Core only" games; of which I've been in two. In the first I played a Catfolk (because it was PHB only with some extra races) monk in a party with a wizard (I forget race) and a rogue.. or was he a fighter. That game didn't last very long, but it certainly wasn't stock 4 classes nor stock PHB only races.

The second time, more recently, I played a grey elf wizard. We were limited to core 3 books (MM ftw), but it eventually opened up to more as the game progressed. In that game, for a time, we lacked a rogue and for another bit we lacked a pure arcane caster.

In a third game, the DM tried to pen them in and specified that the party MUST have the "core four" role filled. He even went as far as specifying what each of the four (starting) players must play. He allowed all books, but you had to fulfill your role. The "rogue" was a spellthief. The healer (who absolutely hated being stuck in his role) was an amazing healing-bard (who maxed out his healing abilities and was better than your standard cleric at healing).

I'm just saying that I have NEVER seen a standard party actually ever play, even by DM mandate. If a DM had given us the example characters we would have simply not played, no question. So to answer your question.. never broke the rules, never had to. Just bended it.

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.
Again, the lowest dragon I can play in PF is a CR 6 so.. by that point the wizard isn't getting taken down. He just flies away and cackles.
A dragon continually flies over a city at high speed roasting people forever without really worrying.
At same level as the at wizard? The dragon is CR 6 and has 66 HP, no DR and a weakness to fire. So, yeah not so much with the "without really worrying." Really, he seems equally able to be brought down as that equal level wizard.
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.
A Fire Giant is CR 10 and is size type Large. He is able to step on buildings as much as I am. His punches don't do fire damage. It is the difference between a guy in a jeep vs a guy with a flamethrower. Oh except that guy with a flamethrower is level 11, has access to 6th level spells.

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.
Option of attacking, not necessarily killing. And that is if you are "forced" to deal with people. The only people I would force the giant to deal with are party members and if he can't deal with them then he can't really be a PC.

Tovec said:
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.
Actually no. When you consider than dragons are colour coded and that by the time you hit CR 14 you aren't targeting AC anymore; the natural armor does basically nothing. The first wizard you come across is going to have a chance to kill you. Any well prepared party you come across will have a certainty of killing you.

The other abilities they get are mostly useless against a level 15 party. Some might have strategic value but that's about it. Then again, they need those abilities to try and keep them on par with parties; which they still really aren't.

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.
I can understand that you don't know pathfinder and so part of what you said here isn't correct. I'll explain how.

CR is balancing mechanic for monsters; but it is also used as the primary way to introduce monsters as PCs. It is also used to define power levels of PC classes. Any PC class is CR equal to their level-1. So, 15th level cleric (which has 8th level spells not 7th) is CR 14. They are then comparable to a CR 14 dragon. At least as far as "you can come in with either CR 14s at level 15".

This is entirely edition/specific spell power dependent. I agree, in some games that different might be acceptable. In other, it might not.
Right, it is edition specific. But as Pathfinder is the only edition I'm using for my example. The conclusion of allowing a monster AS IS with 8 levels lower in abilities seems pretty even to me.

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.
The only time I've had a dragon in my party was when the dragon was a companion (leadership feat) I had for an epic level favoured soul. As I keep saying; the assumption of "dragons are always more gooder than PCs" is a wrong one. If the dragon is appropriately leveled there is no issue and a low level dragon (CR 6) is size medium. By the time they are large enough to be .. large.. the party has other ways of riding around and so no one needs to ride him - making it a non-factor.

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.
Well it isn't up in the air. It is campaign dependent. If a campaign is set where humans ARE the only people, then elves are going to be a problem. If elves are normal then aasimars are exotic. Aasimars are common place angels can be rare. If the world exists such that a dragon can be in the party in the first place, then it exists such that the world can accept the dragon in the party. If not then there should must be a reason why this dragon is there.

Either way, any race (all races) should be cleared with the DM to make sure they work. I had a game where no one had heard or seen catfolk or snakefolk. They were from another continent and so when a PC came to me wanting to play one I had a choice. I could disallow it because it didn't fit in my game or I could allow and make it so it did. I didn't have another continent for her to be from UNTIL she came to me wanting to play it.

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."
No, I don't play player driven games.

But in this case, the case of a dragon PC, then it requires a bit more thought by both the PC and the DM to work out minor things like; how did they find you, etc. I'm saying it is a really minor thing, it requires as much effort to say how the dragon got through the doors as it does for a medium size PC to exist in a small size .. kobold/goblin .. cave. That also assumes the dragon is significantly larger than the other PCs and that it can't shapeshift in someways; neither of which would be overly true in PF's example.

Either way the issue of "how do I get inside" seems REALLY minor and not the huge issue you are making it out to be.

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.
If you know what the PCs are running then this becomes a non-issue. You can just allow or factor in how a (we're assuming huge? size) dragon will fit in.

If you don't know what the PCs are then that might be more of an issue. In such a case, like if you are just expected to show up without any communication between the player and DM then I would assume a dragon is probably not the right fit anyway.

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".
Except it is the same scenario where (in 3e) the party is fighting a golem which is immune to crits (rendering the rogue inoperable) and magic (rendering the wizard inoperable). "Live with it" is a correct response in those cases. If this happens constantly, because the DM isn't willing to make the adjustments so that every time the dragon can gets screwed DOES get screwed then that still falls under the "deal with it" response as the player should have known what he was getting himself in for. If he is a pure combat tank and posses ZERO interaction ability then he knows this and "deal with it" should apply. If the DM just decides to arbitrarily screw him then that is different, and is an issue of the DM .. not the monster PC. The DM can screw any class/race combo for any reason he likes - doesn't mean he should.

Over time, I've developed a rule of thumb that says NEVER split the party for ANY reason.
Good for you. I have no such rule. I advise the PCs against splitting the party but they still can and will do it for any number of reasons. It isn't my job to babysit their choices, advice against it perhaps but not dictate.

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.
Sure. Agreed. But mechanically being able to fly at will might be comparable to teleport. So, then restrict that ability until the caster would have the teleport option. (I mean I don't think they're equal but that might be a solution for you.) Keep in mind, however, that the caster is going to have MANY other options in addition to teleport/fly that the dragon simply will not. The dragon is a one trick pony and those are generally poorer choices than people who have versatility. One dominates Tier 1, the other is maximum Tier 3. Tier 3 doesn't seem like a problem to me.

Or, there's a 3rd option: Don't print it in a book so I don't have to disallow it.
How would we know what you are going to allow and what you are going to disallow? Are we using your standards? Mine? Anyone else's? How about we just print everything and let individual DMs and games to figure out what their limit is. Instead of one person on the internet who doesn't want us to upset his sensibilities and style.

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.
Those aren't the same things. I'm not creeping toward it, they are different things entirely.

One is saying that if you don't LIKE something you don't have to use it.

Another is saying if something is BROKEN then it should not be playable.

Don't confuse them. You might dislike something because it is broken. You might like something because is broken. Others will contest if something is broken in the first place. Again, I don't see why you are so special here as to dictate what should be allowed, made, released/sold, or otherwise available in my game. That takes one hell of an ego.

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.
Cool. Except that rule is (I'm certain) a houserule. I don't care why it was put into place - though I could guess. What it means is that you are treating PCs special in the category of what a character is. If something offends and actively provokes characters, I don't specify if those characters are PCs or NPCs. You do and that's cool, but it is not the rules as written.

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.
If Jim was constantly and viscerally offending you. Insulting you with your senses and with his words, then I'd be surprised if you could stand being in the same room as him, let alone playing with him.

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.
There's those assumptions again.

We don't play games where people kill each other simply for being ugly and annoying.
Apparently you do. The NPCs did it to your friend when he had that character. The PCs don't do that, and that's cool, but the GAME clearly does. Not adhering to those rules is NOT using them properly. You might like it more that way but I don't really care if you do that is not how the game is written. The game might still be broken (and that brokenness we can talk about) but it has nothing to do with the overall effectiveness of the option.

Tovec said:
Which is a non-nebulous disadvantage. As I suggested.
Because it isn't a roleplaying disadvantage. It's a physical one.
No. Stop. Go back and read those last two posts. Do it now. I'm serious. Go back and read the part you specifically quoted here (and the last time). I NEVER SAID NON-NEBULOUS ROLEPLAYING DISADVANTAGES. I said I thought you could make them (for me) but never said that the non-nebulous disadvantages are, were, or should be roleplaying ones.

I specifically said twice.. now three times, NOT TO make them nebulous. If that means non-roleplaying disadvantages then so be it. Three times to make them non-nebulous. Never, not once, to make them non-nebulous ROLEPLAYING disadvantages. I quoted myself with your post last time in my reply just to make sure you could read it and I'm quoting my post this time too.

Tovec said:
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.
See directly above.

Now I'll move on.

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.
You were being a jerk. If you purposely go looking and take the game breaking options then you are being a jerk. Your friend was right. You say you had that discussion with him, did you ever convince him? Rhetorical question, I don't care if you did as it does not convince me.

Options are good. Toolboxes good. Not everything in them are good. Not everything in them should be allowed. And I'm certain you can break the game using certain (unforeseen) mixtures of options. That does NOT ever invalidate the options themselves.

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.
By in large the options available aren't the ones that will electrocute and cut you right off the bat. They can be made to do that but they don't do that on their own. You really took the analogy in directions that didn't make sense.

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.
Weak monsters are unsatisfying IFF they are different from the base creature. If there is a weak form of that creature that IS that creature then I see no problem taking the weaker vs the stronger version. I think weak forms are unsatisfying when you have to come up with a special case to make it work. Ie. The weakest dragons are CR 6 when playable; finding one you can play at first level would be unsatisfying.

Otherwise, the CR 6 dragons EXIST IN THE BOOK ALREADY. They exist as monsters to fight and they take up NO more space than they would if they were unplayable as PCs.

I think I'll stop you there.
You really shouldn't have. You should go read the rest as it kind of makes your point better than what you actually use here. But let me continue.
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.
Which is what I said when I said..
Tovec said:
with different assumptions that everyone else has the option
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.
Right, except that that is the point. It works when everyone has the option. If only one person were to be gestalt then it is broken. If the dragon is a full grown, adult, size dragon of huge size and everyone else is level 1 then the game breaks.

However, if everyone is allowed the option. (Ie. If the dragon is CR 14 and all other characters are CR 14.) Then the problem is elminiated.

So, I find your problem to be in the assumption.

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.
This is a problem because no one else had those things. He was a god in a world of men. If everyone had access to those powers, or if those powers were as good as anything they did choose then those powers are fine. If he had d12s for HP, THAC0 of a fighter, spells and all the rest.. of a character 8 levels lower than everyone else I doubt it would have been so much an issue.

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.
Agreed. DnD has never been particularly good at that because of HP inflation but I do agree in principle.

However, the step you are missing is that your world - when the one PC defeated the village full of guards - didn't make sense. It was both the player's fault and yours. He made something too powerful and you decided to try and defeat him by making NO adjustments and then crying fowl. Yes he was over powerful but he wouldn't have been nearly as over powerful if others had the same kinds of powers OR if they had the expectation that such people exist.

If the players are the only wizards in the world - it doesn't matter what kind or what level - then that changes the game. The world ether needs to make adjustments to make them normal or needs to be the same where they are VERY extraordinary. You ran with the second and then complained that he was the only one and should have been normal.

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.
No, you don't have to. You should because they're going to run into troubles, but you don't have to. Just as you don't have to make adjustments for the dragon-PC, you should because it will be less problems when the party enters town, but you don't have to. If you don't then "live with" the ramifications.

Though, I'd still have to modify it LESS than if they had a dragon.
Boo hoo. Don't allow the dragon if he is too much work.

I know I'll make the adjustments I need to. I'm already making them as I have never encountered a "standard" group. Making the adjustments needed for a centaur taught me how to do it for dragons.

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.
I don't remember exactly. And it was some time ago in the podcast. If you want to go listening (which I recommend - it is a fun game to listen to) then they are the strand gamers and doing kingmaker (rpgmp3.com).

I do know that the DM just said that they found the secret doors, he didn't have them roll. It worked fine. It was probably stupid design to have soo many secret doors in the first place but that isn't the real point. The point is that there were soo many and they were necessary to pass, that the party without the rogue simple did find and pass them. If they didn't have the rogue then NO adjustment was necessary as the game could have worked fine - but in that case they would have had a harder time progressing.

If anything, the adjustment made the game work more easily than if the DM hadn't made the VERY minor change.

Tovec said:
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.
The character had no choice. Correct. I wouldn't penalize the character for being in my game. Then again I can't really penalize the character, but I wouldn't want to if I could. No I can penalize the PLAYER who makes an active choice to make and play that character.

They knew, accepted, and even specifically picked out the roleplaying penalties and so they should be made to live with those penalties when they come up in play.

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.
Well, no that's not what I said. I said they were incapable of challenging the PCs. If they are supposed to and first level warriors isn't going to do it then for the sake of internal consistency there had better be stronger or maybe some casters to take them down. Not doing this is a lacking of DM consistency - no matter what his motive.

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.
Then again, I suggest making it so that PCs never advance to the point that threatens this. I recommend E6 if playing PF or 3e. In those systems the guards easily be 1-5 and dragons will NEVER be playable - as established CR 6 - lvl 7 - is the lowest a dragon can be.

However, the PCs WILL (by default) have the ability to excel FAR behind those limits. Dragons also have that similar capability. So long as things are balanced I don't see the problem if they are a dragon or a PC. Again, if flying is a problem for monsters then it is a problem for PCs and vice-versa.

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.
More or less agreed.

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.
How balanced or over powered it is would certainly need testing. At first glance it looks fine, and I said as much. It is a LA in that you have to be 11th level before doing anything else. That is how LAs work, it is LA by a different name. Just as CRs in PF are LAs with a different name.

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.
I don't have any specific idea either. I'm sure some form of polymorph or maybe a lesser known magic item could do it. My point was more along the lines that by the time the dragon is huge and could carry the whole party around, the whole party has flight by other means and doesn't need it.

Tovec said:
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.
And that because you don't like them that I shouldn't be allow to play them either; as they shouldn't spend any time on something you disapprove of.

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.
Where is that from exactly? Also, 20% of people who do seems large enough to work on it.
 


Wow. Quite the discussion, but to be expected, I guess.

I see no problem, at all, with the following:

1) "Easy" races (kobolds, warforged, goblins) get a full-fledged racial write-up (perhaps in a supplement, I'm more than okay with that)

2) "Medium" races (minotaurs, pixies, even orcs, vampires, etc) have a couple-level racial "class." Start as an orc at Level 2, or start as a minotaur at Level 4 - or grow into your abilities by starting at Level 1

3) "Hard" races are like magic items, and/or have straight-up minimum level. Red dragon = Level 18. Naga = Level 15. Mind flayer = Level 8 (or whatever). Then you gain levels as normal after that using the (hopefully) robust multiclassing rules of 5e.

That seems, to me, to be an intuitive, cohesive structure.
 

6421 that time :) lol. I dread how long mine is.
Alright, here goes nothing. TRYING to keep this short.
Where is it a small percentage? What number do you define as small?
I'm just using the stats from the poll this thread started about. It says that over 80% of people either said "No, I don't want this" or "I don't want this, but I don't want to tell other people how to play their game" for "truly monstrous creatures". I consider anything that 80% of people agree on to be pretty much universal. Especially in the D&D community where to get 80% agreement on ANYTHING is impossible.

Just because you don't like it doesn't mean anything in my calculation of how worthwhile it is. You don't like wizards with spellbooks (bookkeeping) and yet that seems a pretty popular choice.
As I keep saying, I'm not saying how worthwhile something is. Just how worthwhile it is to me. I've only been stating my opinion. I'm certainly perfectly ok with them including these rules. I just won't use them the vast majority of the time and I expect a large number of other people won't either. If they can do it easily without taking time away from making the rest of the game, go for it. But time is limited.

Then don't allow that particular monster-PC in your game. I'm not going to try and fight the "5 times a session" bit, except that I think it is a crock.
4e good on balance, ergo 3e bad. Got it. You could have started with this in your first post and saved us some time.
I thought it was a discussion of D&D Next and monstrous creatures being allowed as an option. Given D&D Next has balance very similar to 4e, I didn't think my dislike of 3e/PF imbalance was important to the discussion.
For my money, toolbox = good. Always. 3e's got it. PF has it. Any RPG I play right now has it. Unless WotC wants 0% of people who like toolboxes, they had better put some effort into it.
I'm ok with that. D&D has never really been a toolbox. Despite people wanting it to be. 1e and 2e(especially) had a very specific tone and world they were writing for. People USED those systems to create something that didn't fit with the tone of the game....but it was never intended for that purpose.

When 3E came out it didn't have that capability either. However, it was designed modular enough to allow it to be done. As time went on and they published more and more feat, races, PrCs, spells, and so on...people realized that they could mix and match in a way similar to GURPS or Champions in order to have a toolbox.

I like toolboxes. I play Champions when I want one, however. I don't think D&D needs to be one. In fact, I believe turning 3e into one is what caused the hot mess that it turned into by the end where I spent nearly an hour every session arguing rules interactions.
They CAN be balanced. They can be allowed. You never would and that is fine. I again have no interest in making a game solely for your consumption or based on your goals, just as they should have no interest in making one that only adheres to mine.
I don't think they can be balanced with the power level of D&D Next, which is much lower than 3.5e of PF. PCs never get to be as powerful as dragons in many areas.

The problem is, the goals are incompatible. I've said since the beginning of this experiment with D&D Next that they are trying to make everyone happy and it's impossible. Compromise will have to be made somewhere.
But if they want to play it and the DM is okay with it then why should we care if you think they are balanced or not?
Because the point of balance is to make sure everyone at the table feels worthwhile and is having fun. By having and allowing imbalanced options and allowing them in the game you are forcing me not to have any fun or to change my character to something equally imbalanced in order to continue enjoying the game.

I wouldn't want to play a superhero where I was Aqua Man in a group with Superman either. It would be no fun. If Superman was banned and the other players were Batman, Robin, and the Wonder Twins I might feel a bit better about playing Aqua Man, however.
Dragons as monsters are pretty common. It would no more be wasting space as a monster to fight than if a monster to play as a PC. Like I said, the best rules I've seen so far require a single page to use.
I disagree immensely that those are the best rules. I've seen them and they are pretty horrible. This is the problem. I believe that in order to have "proper" rules, they need at least a page on each and every race they want to turn into a PC. Probably 2 or 3 pages.

Then I'm glad it came out then. A nice innovation that they should not simply ignore because it doesn't fit in your sensibility.
It's not a matter of sensibility. It's a matter of what D&D is. If D&D Next is supposed to be the quintessential D&D experience then something that has appeared in only 1 of 4 editions of the game(5 if we include OD&D) is less important to D&D than something that has appeared in all of them.

And it never worked properly in the only edition it was ever in. Plus the poll says the vast majority of people don't even want it.

It doesn't have a lot going for it as a mechanic.

'The ability to snap your fingers and change the universe' is not a power than any monster has (that the PCs don't). Wish has limits and PCs can do wish too. What you describe above doesn't exist and shouldn't exist for either party.
Wish has...almost no limits. The 1e/2e version had no limits at all. The 3e/3.5e has limits that still say "This is all you can do safely before the DM has to rule on whether or not to allow it, but it could do anything in theory."

It sounds like you haven't played much D&D except for 3e and therefore want D&D Next to basically contain everything that 3.5e/PF has.

It is silly for the PC (playing the good wizard) to have that power just as it is for the DM playing the evil wizard. In that case the problem is with the power itself. Flying is a problem on both sides of the screen. Having sight in a world of blind people is the problem.
No it isn't. Villains are often, in fiction, much more powerful than the heroes. They often have to face 5 or 6 heroes by themselves without any help. This requires them to be 5 or 6 times more powerful than the average PC.

Also, many, many plots are designed around the fact that Evil people have powers way beyond normal people because they are willing to make pacts with demons and use forbidden artifacts or simply because they were willing to cast spells that other people considered immoral. Sometimes it's simply because they are just better than everyone else.

This makes for an interesting story because the PCs can't just attack the super powerful villain. They might have to break in and destroy the evil orb that is giving him powers or trick him. The DM can facilitate this by putting the Orb somewhere they can get to and giving hints from NPCs on how to trick him. The DM has incentive to do this because his goal is the make the game fun for the players.

Giving the NPCs vast powers far in advance of the players can make the game for fun and more interesting. The reverse almost never seems to work. If a PC had an orb that gave him godlike power, he'd logically hide it somewhere it would NEVER be found or accessible. It certainly wouldn't be sitting on a pedestal right beside him when they fought the BBEG. Though, it's like the BBEG would leave it right beside himself. That's what they do.

The PCs however never went to Greyhawk and never tried to be normal once they got divine rank. That is the step you are missing.
Why didn't they? I certainly would. I could raise a cult of people willing to follow me as a god. Insert myself as the ruler of Greyhawk and have people dance to my every whim.

It reminds me of the Rifts game I ran where the players realized their powers made them into gods. They took over the city and fortified the position and never wanted to leave. The game got really dumb as all enemies had to come to them or there wouldn't be adventure anymore. They had infinite money due to their powers and therefore infinite power. I told them I wouldn't run the game anymore because it was no fun for me.

a monster is a party member and he has the ability to turn people into stone, or whatever that monster can do, then that is ALL they do.
Which, even if it's the only thing they can do is more powerful than the ability to fireball or use a sword. You'll eventually run out of fireballs and they don't kill people in one hit.

Even if the ONLY thing someone could do is be immune to all damage, that one thing is still too much. Certain abilities are just never appropriate for PCs.

SPOILERS YOU HAVE BEEN WARNED: And yet, in game of thrones there ARE dragons.
Yes, but it would take armies to defeat them when they are fully grown. No one on the planet is as powerful as a dragon. That's why it's such a big deal. You aren't going to see Ned Stark, Jon Snow and a Dragon adventuring together because it's just not fair. No matter how good a swordsman Jon Snow might be.
The guy with Q level powers is the wizard with spellcasting. Those are still allowed by you however.
But there's aren't any Wizards with D&D level spellcasting in Game of Thrones. A single person with high level Wizard powers in Game of Thrones could take the throne and conquer the world single handedly.

Thus, my point about the expectations of power levels. When Jon Snow is the average PC and adventures revolve around making battle plans to try to take a castle a single dragon throws the entire campaign in the air and changes it into something completely different.

Still 3.0 and irrelevent to the conversation, except to note that Savage Species was broken. Not all monster suppliments are, and monster PCs don't have to be. But savage species was broken and I'll admit it.
Except we are discussing possible rules for Monster PCs in D&D Next. Any rules that have come before are valid areas of discussion. Since they COULD use Savage Species as one framework for allowing this. It could also be similar to the PF rules or the 3.5e rules or they could make up entirely different rules.

You just seem to keep assuming that the rules will be the same as PF. There are about 100 different ways it could be done. LAs are simply one, and may not even be the best.

People are no more likely, in my experience, to play a dragon or a minotaur or anything; including Tiefling, more now than they were before.
Then, they aren't powergamers. A key point to being a powergamer is choosing the best option available. You may not believe it, but your players aren't big power gamers. Mine are.

No group of my extended group of players and friends would ever accept a DM specifically specifying their race/class combo. We usually rebel when limited to too fine a selection of books.
Wow. You guys sound like jerks. If players ever pulled this crap at my table, I'd simply not run a game. I respect the DM enough to play whatever he wants to play. Luckily, it seems that your DM is a pushover and will just accept anything.

The closest we've ever had are usually something along the lines of "Core only" games; of which I've been in two. In the first I played a Catfolk (because it was PHB only with some extra races) monk in a party with a wizard (I forget race) and a rogue.. or was he a fighter. That game didn't last very long, but it certainly wasn't stock 4 classes nor stock PHB only races.

The second time, more recently, I played a grey elf wizard. We were limited to core 3 books (MM ftw), but it eventually opened up to more as the game progressed. In that game, for a time, we lacked a rogue and for another bit we lacked a pure arcane caster.

In a third game, the DM tried to pen them in and specified that the party MUST have the "core four" role filled. He even went as far as specifying what each of the four (starting) players must play. He allowed all books, but you had to fulfill your role. The "rogue" was a spellthief. The healer (who absolutely hated being stuck in his role) was an amazing healing-bard (who maxed out his healing abilities and was better than your standard cleric at healing).

I'm just saying that I have NEVER seen a standard party actually ever play, even by DM mandate. If a DM had given us the example characters we would have simply not played, no question. So to answer your question.. never broke the rules, never had to. Just bended it.
Again, the lowest dragon I can play in PF is a CR 6 so.. by that point the wizard isn't getting taken down. He just flies away and cackles.
Until the Wizard's fly spell runs out and the guards tackle him and kill him. The point is the wizard has limitations the Dragon doesn't. He can't fly for long enough to take out an entire city. The dragon can. The Wizard can't fireball enough to take out every guard and every building in the city. The dragon can.
At same level as the at wizard? The dragon is CR 6 and has 66 HP, no DR and a weakness to fire. So, yeah not so much with the "without really worrying." Really, he seems equally able to be brought down as that equal level wizard.
He just has to stay out of range of their weapons and swoop down, killing people and swoop back up. It's likely a Wizard of the same level has less hitpoints, a lower AC, and probably lower stats.

"Without worry" is a stretch. However, with a lot less worry than the Wizard would be appropriate.
A Fire Giant is CR 10 and is size type Large. He is able to step on buildings as much as I am. His punches don't do fire damage. It is the difference between a guy in a jeep vs a guy with a flamethrower. Oh except that guy with a flamethrower is level 11, has access to 6th level spells.
I have to stop using specific monster names because you like you nitpick on details, which I notice is an issue amongst people who are really into the 3.5e/PF mindset of "everything is balanced as long as you let the enemies have it too".

See above about how any creature with infinite uses of an ability is more useful than someone who is limited. Let's just assume it's something large enough to step on buildings.

Well it isn't up in the air. It is campaign dependent.
That's my point. D&D simulates worlds that are very close to Greyhawk/Forgotten Realms using the rules. You need to toss out the rules in order to run other campaign worlds. I understand that this has become common place, but I still think the rules should assume the same thing they always have. That D&D worlds are all very similar to Forgotten Realms in terms of races and acceptance.


If the world exists such that a dragon can be in the party in the first place, then it exists such that the world can accept the dragon in the party. If not then there should must be a reason why this dragon is there.
Depends what you mean. I mean, it's possible for me to acquire a tank. It's unlikely and takes a lot of work to get a working, modern tank with working armaments, but a person with the right connections and money can probably do it.

If I started driving a tank down the street, it might provoke a lot of interesting reactions. People would get scared likely. Some people would just be bewildered.

Tanks exist. But they are extremely rare. The average person might never have seen one in real life and likely not driving down a normal street.

I could come up with a reason why someone had a tank in a story if I wanted to. However, if someone said "you are all members of a soccer team, make up characters for playing soccer" and someone came to me and said "I'm playing a tank driver", I'd say that it was out of place and didn't fit the game we were playing.

Dragons exist in my world, they COULD join an adventuring group, but they won't because the chance if it happening is so remote as to be impossible. And it would cause as much difficulty in the game as a tank playing soccer.

I'm saying it is a really minor thing, it requires as much effort to say how the dragon got through the doors as it does for a medium size PC to exist in a small size .. kobold/goblin .. cave.

Either way the issue of "how do I get inside" seems REALLY minor and not the huge issue you are making it out to be.
I'm going to have to disagree. It depends on the size of the PC, of course. But buildings, cities, caves, and virtually every indoor structure is build for human or human sized creatures.

If you have a Huge or larger creature, you start getting into problems every couple of minutes in a normal campaign:

"You get to the gates of the city. They are 10 feet wide and 10 feet high."
"Umm, I'm 20 feet tall, I can't enter the city. Wait...I jump over the wall."
"Ok, you get to the castle. It has a 10 foot tall entrance to get through the gate. It has a roof, so you can't jump over."
"I...umm...wait....if I crawl on my stomach I can maybe get inside"
"Sure you can...until you get to the 5ft door that is the entrance to the king's room"

If you know what the PCs are running then this becomes a non-issue. You can just allow or factor in how a (we're assuming huge? size) dragon will fit in.
You CAN factor it in. But I don't want to. When I run Tomb of Horrors and there is a 10x10 room, I'm not going to make it bigger simply because some PC wants to play something bigger than this. 99% of adventures simply can't be played if you are that big.

Except it is the same scenario where (in 3e) the party is fighting a golem which is immune to crits (rendering the rogue inoperable) and magic (rendering the wizard inoperable). "Live with it" is a correct response in those cases
No it isn't. It's "find a system that won't screw over two of my players simply because of the class they chose."

If this happens constantly, because the DM isn't willing to make the adjustments so that every time the dragon can gets screwed DOES get screwed then that still falls under the "deal with it" response as the player should have known what he was getting himself in for.
This I agree with. However, this is because adventures are designed around the normal races and classes in the book. A player will know going in that a race choice other than those will cause huge problems. Which is precisely why I don't allow them. I don't want to cause huge problems.

Good for you. I have no such rule. I advise the PCs against splitting the party but they still can and will do it for any number of reasons. It isn't my job to babysit their choices, advice against it perhaps but not dictate
It's my job to make sure everyone is having fun. If that means telling one PC that he can't do something in order to make sure everyone else has fun, I'll do it. Wandering off on your own is a good way to make sure no one else has any fun.

Keep in mind, however, that the caster is going to have MANY other options in addition to teleport/fly that the dragon simply will not. The dragon is a one trick pony and those are generally poorer choices than people who have versatility. One dominates Tier 1, the other is maximum Tier 3. Tier 3 doesn't seem like a problem to me.
People overestimate versatility. Most combat ended in the first round in our games when the Wizard opened up with 2 of his most damaging spells in the same round.

He could have been more versatile and planned for all sorts of contingencies, but 95% of the time the most damage wins.

It also depends on editions. In D&D Next/1e/2e "many" other options amounts to maybe 10-15 at a that level. That same number is of course likely closer to 30 in 3.5e.

How would we know what you are going to allow and what you are going to disallow? Are we using your standards? Mine? Anyone else's?
I would suggest that putting a poll up on the internet to determine what people want would be a good start. Go with the majority.
Those aren't the same things. I'm not creeping toward it, they are different things entirely.
No they aren't. The Stormwind Fallacy was created explicitly because of this kind of situation. There were people out there who were saying "Don't worry, (insert name of feat) isn't overpowered because the DM can always disallow it in his game if he doesn't like it".

The Stormwind Fallacy says "Simply because I can disallow something doesn't mean it isn't broken".

They could print a feat that says "All your attacks do +1000 points of damage" and we could have a debate about how that isn't broken because the DM could always put up a shield that blocks the next 10 attacks or if a DM didn't like it they could simply not allow it in their game. However, neither of those things makes the feat a well made feat.

I'd rather not have to search through the books seeing if they accidentally printed a feat that allows +1000 points of damage. I'd just rather they keep broken feats(or broken monsters) out of the book entirely.

Again, I don't see why you are so special here as to dictate what should be allowed, made, released/sold, or otherwise available in my game. That takes one hell of an ego.
I'm not special. I'm just like the rest of the 80% who don't want this in the game. I don't want to have to deal with it.

Cool. Except that rule is (I'm certain) a houserule. I don't care why it was put into place - though I could guess. What it means is that you are treating PCs special in the category of what a character is. If something offends and actively provokes characters, I don't specify if those characters are PCs or NPCs. You do and that's cool, but it is not the rules as written.
It's not so much a "house rule" as it is an agreement not to anger the rest of the players. I'd prefer not to spend another night where all my friends are screaming at each other over something done to them in character. It's happened too many times.

It may be a house rule, but it's an extremely common one. There was an entire thread here about PC vs PC conflict, so I don't want to go over it again. Let's just say that a large number of people hate PC vs PC combat and it's safer not to allow it.

Also, I allow PCs to decide their OWN reactions to things. I hate telling people "He's annoying you. Just so you know, he's really annoying." Players are allowed to decide for themselves what their characters think. Maybe they AREN'T annoyed by the Ogre. If they want to get along with each other despite a disadvantage that says otherwise...feel free.
If Jim was constantly and viscerally offending you. Insulting you with your senses and with his words, then I'd be surprised if you could stand being in the same room as him, let alone playing with him.
He does. He regularly threatens to kill me in my sleep. I posted an entire thread about this once. Let's just say that it's likely other people would(and do) find him especially annoying and offensive and don't like having him around. He's my good friend so I tolerate it.

Apparently you do. The NPCs did it to your friend when he had that character.
Nope, no one attacked him lethally until he killed someone. Just a bar fight broke out for non-lethal damage.

The PCs don't do that, and that's cool, but the GAME clearly does. Not adhering to those rules is NOT using them properly.
The game doesn't have any rules at all about killing people who are annoying. That's actually kind of the point. A disadvantage that says "This character is annoying" might cause one DM to kill you outright just for talking to an NPC and another one to simply have people dislike talking to you. Each DM and even each NPC is free to choose what that means to them.

No. Stop. Go back and read those last two posts. Do it now. I'm serious. Go back and read the part you specifically quoted here (and the last time). I NEVER SAID NON-NEBULOUS ROLEPLAYING DISADVANTAGES. I said I thought you could make them (for me) but never said that the non-nebulous disadvantages are, were, or should be roleplaying ones.
Which started because I said that it was a bad idea to balance combat advantages with roleplaying disadvantages. You said that it was perfectly fine. I pointed out that roleplaying disadvantages were nebulous.

You can't counter with "Then use non-roleplaying disadvantages". That was my point in the first place.

You were being a jerk. If you purposely go looking and take the game breaking options then you are being a jerk.
Well, then every player I've ever played with is a jerk. They've all spent their time purposefully looking for game breaking options on every character they build. Imagine 5 of them showing up at the table with equally broken options that I have to say no to. Then delay the game for a week(because as one of my players would say, it's impossible to make a character in less than a week, after all there's so many options to read through to find the best ones). Only to have them all come back with equally broken characters the next week.

That was my life when I ran 3.5e D&D.

I know I won't convince you because, as my conversation with my friend has proven to me, people who have groups of non-powergamers have NO idea what it's like to have powergamers at their table. Also, there are just those DMs who don't care about balance at all, in which case they don't notice any problems at all.

"Angel Summoner and the BMX Bandit" makes perfect sense to them and they wouldn't have it any other way.
Options are good. Toolboxes good. Not everything in them are good. Not everything in them should be allowed. And I'm certain you can break the game using certain (unforeseen) mixtures of options. That does NOT ever invalidate the options themselves.
That's not true at all. An option can be broken individually or when combined with others. Most individual options are more closely balanced because the game designers can see them easier. That doesn't mean there aren't individual options that are broken.

Combinations are often MORE broken.

Either way, here's what I want: A system where everything SHOULD be allowed instead of not everything being allowed. Where each option IS balanced and everything in them is good.

If that means that I only get 10 options and each of them works perfectly well instead of 100 of them and only 15 of them works perfectly well, I'm willing to take the tradeoff.

This works the same for races. If there are only 10 races and all of them fit well into the world, don't have any extremely powerful abilities, I'd be happy. If there are 50 races and 35 of them are too powerful to allow in the game or don't fit well and I have to continually deal with requests from my players to be them, I'd be frustrated.

This is a problem because no one else had those things. He was a god in a world of men. If everyone had access to those powers
Which is an option we both agreed we don't want to have to do.
or if those powers were as good as anything they did choose then those powers are fine. If he had d12s for HP, THAC0 of a fighter, spells and all the rest.. of a character 8 levels lower than everyone else I doubt it would have been so much an issue.
True. That's why I said the system was broken.
Agreed. DnD has never been particularly good at that because of HP inflation but I do agree in principle.
Which is why I'm excited about D&D Next, this issue is a little bit lessened. However, I REALLY wish they'd remove Con bonus per level. Then the issue will be resolved.

However, the step you are missing is that your world - when the one PC defeated the village full of guards - didn't make sense. It was both the player's fault and yours. He made something too powerful and you decided to try and defeat him by making NO adjustments and then crying fowl. Yes he was over powerful but he wouldn't have been nearly as over powerful if others had the same kinds of powers OR if they had the expectation that such people exist.
That's the point. ALL options should be balanced with the world. He chose an option which made him out of balance with what the world had access to or expected. Such options shouldn't be printed.

I don't want to have to make any adjustments for a character.

If the players are the only wizards in the world - it doesn't matter what kind or what level - then that changes the game. The world ether needs to make adjustments to make them normal or needs to be the same where they are VERY extraordinary. You ran with the second and then complained that he was the only one and should have been normal.
I was running a D&D game with default D&D assumptions(an adventure published by TSR). The game should only allow you to build characters that fit and work within the game.

Besides, one wizard who is capable of casting level 1 spells doesn't change the world much. A couple of wizards who can cast fireball doesn't even change the world much. Wizards and characters over about 7th level start changing the world dramatically. This was always a problem with the system.

No, you don't have to. You should because they're going to run into troubles, but you don't have to. Just as you don't have to make adjustments for the dragon-PC, you should because it will be less problems when the party enters town, but you don't have to. If you don't then "live with" the ramifications.
I do have to, because I want to run a FUN game. It isn't fun with all of those problems in my game. So I'm left with only 2 choices: Have no fun or spend the effort to change my game accordingly. Basically, the system is forcing me to put a lot of effort into the game in order to allow someone to take options. Wouldn't it be better to just publish options that didn't make me do that work?

Boo hoo. Don't allow the dragon if he is too much work.
That's what I've been trying to say. Don't allow a dragon. He is too much work.

Making the adjustments needed for a centaur taught me how to do it for dragons.
This reminds me when we had a centaur in our group and we reached a 5ft x 5ft shaft in the ground with a ladder and the group burst out in laughter. We were playing a Living Greyhawk adventure and there was basically no way of continuing with the plot unless we all went down there. We spend about 30 minutes trying to figure out a way to do it until the DM said "I don't know...let's just assume you do it somehow."

The character had no choice. Correct. I wouldn't penalize the character for being in my game. Then again I can't really penalize the character, but I wouldn't want to if I could. No I can penalize the PLAYER who makes an active choice to make and play that character.
I believe he would ask why you were penalizing him for playing the game the way it was written in the book. Did you not want to play D&D? Why would you be angry for him just playing a character. Especially considering I had just said the rules were perfectly fine.

However, anything you do to his character only punishes his character, not him. People attacking him doesn't punish him at all. That's what he wanted.

Well, no that's not what I said. I said they were incapable of challenging the PCs. If they are supposed to and first level warriors isn't going to do it then for the sake of internal consistency there had better be stronger or maybe some casters to take them down. Not doing this is a lacking of DM consistency - no matter what his motive.
I was being completely consistent. The town was a border town with only a couple of Wizards. They did attack him. They lost. I'd say it's actually inconsistent to suddenly make up new guards in the town simply because a PC was annoying. The town has only what it has. The PC doesn't suddenly change the universe by coming into the game.
 

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