S'mon said:
Only if the GM is foolish enough to give zombies all the supernatural powers of the living creature. IMC a zombie nightmare would just be a shambling husk.
Your players would be right if they chose to object that, per the rules as written, flying creatures made into zombies can and do still fly, and I've definitely seen appropriating stuff like Chimeras as zombie flying mounts go down during actual gameplay. Regardless, picking a specific and clear example of the problem and saying "But my houserules!" adds nothing.
kingghidorah said:
But let's throw out non-mechanical limits and accept your argument (which still seems spurious to me). There are only two real solutions: monsters are limited so that they can't do anything a PC couldn't do (which would strip away most monster abilities), or that all monster options are available to PCs at some level and that would be the way to gauge and balance the power of the ability -- which works well in systems like GURPS and Hero, but doesn't really work well in D&D.
Hmm. I don't agree that those are the only real solutions: robertliguori's argument is that if, for example, PCs cannot burrow until 8th level, or fly until 14th level, or step into the feywild until 11th level, or what have you, you can run into problems if you write up a race of humanoid fey monsters who start at level 6 and all have the ability to take themselves and anyone they're holding between the feywild and the world at will - namely, when the PCs make an ally out of one of these monsters and start having him help them walk through walls in the real world that don't exist in the Feywild from levels 7 to 10, when The Rules say that PCs don't get to do that until 11th level.
Basically, if you want to make a system where there are hard tier restrictions on certain abilities, especially movement abilities, you need to think of monsters too.
(The other, more trivial one is that it's kinda questionable to print an ability that ruins the game as soon as it's used outside of the context of a combat encounter - the ability of a 3e Shambling Mound to gain nearly limitless amounts of Constitution if it's subjected to a lightning bath, for instance. Sure, that's a fair power in the context of a combat where you start 60' away from a Shambling Mound and both sides are hostile, but any force with the appropriate abilities and an allied Shambling Mound is going to have some fun with that.
Growing and gaining Constitution when hit by lightning doesn't need to be an ability PCs can have at any level, and quite probably
shouldn't really be.)