robertliguori said:It is a fundamental truth of an organic game world that if an ability is possessed by a defeatable NPC, it is usable by a PC.
robertliguori said:Likewise, if you send a horde of Nightmares at the party, and then the party wizard slays them and animates four of them to serve as steeds, then the party can now fly incredibly quickly overland, indefinitely.
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.
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.
Imban said: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.
Imban said: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.

Imban said:Regardless, picking a specific and clear example of the problem and saying "But my houserules!" adds nothing.
S'mon said:No it's not. A few players with an overdeveloped sense of entitlement born from playing 3e may think that; doesn't make it true.
As soon as they buff that troll, that party is in for a world of hurt. At least they are by the end of the next encounter.robertliguori said:For instance, what happens when, in response to you introducing a group of trolls, the PCs manage to get a troll on their side, either by sparing its life and gradually changing its attitude with diplomacy, directly by using magic to override its will, or by pulling in another plot point from a previous adventure you had not considered initially (such as collars of enslavement that burst into flame taken from a previous villain)? With any of such efforts, the party now has their very own trap-detector; if they make liberal use of Detect Magic, and can insulate the troll against fire and acid, they never need fear traps again, and have a powerful and deadly ally.
At the level where a wizard can animate these things to the point where they can fly, the entire party can travel like that through other means. With the animated nightmares, they at least have to make a ride check.Likewise, if you send a horde of Nightmares at the party, and then the party wizard slays them and animates four of them to serve as steeds, then the party can now fly incredibly quickly overland, indefinitely.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.