monsters as PCs

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darkmaster
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monsters as PCs

Post by darkmaster »

So there's been allot of talk here about monsters as classes and how they are the suck. Now I'm not really interested in that argument honestly, I'm sure why monsters suck as PC classes is interesting mechanically, but I'm more interested in something in the tomes.

In the tome section about monsters as PC classes, can't remember off the top of my head which one that was in, a couple of options are given for level adjustment and we were told the interesting stuff would be in the Tome of Tiamet, which never came out. So I was wondering, how would that have worked?
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Post by koz »

Basically, as I understand it, Tome of Tiamat would have had monster classes. But that's as much as anyone knows, I think.
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K
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Post by K »

My basic idea was to create monster classes where powers came in incrementally, and then offset the better powers by pricing them and using them as magic items (removing slots from your eight-item limit). By doing that, you could have alternate monsters that would be able to take real classes and still stay within reasonable ELs (I mean, a 12th level Wizard Hill giant is maybe a 13th level character, and not the re-cock-ulous EL that is suggested).

I was also going to create a set of reasonable paths to explain why you are a partially-powered-up monster. For example, maybe you are under a curse which is why as a 1st level Hill Giant you are not totally hardcore like your brethren.

I was also going to fix certain powers like flight and stacking natural armor and regular armor.
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Post by darkmaster »

Sounds interesting. Wish you could have finished it.
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CatharzGodfoot
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Post by CatharzGodfoot »

The existing Tome natural armor fix of stacking the lower for half works decently well.
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Count Arioch the 28th
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Post by Count Arioch the 28th »

Interesting. I had a similar idea a while back that I never got around to either testing or fleshing out. I had thought of the idea of using the SS monster class advancement except instead of monster HD you took levels in whatever class you wanted (if WotC claims that a monster HD is worth one level then I should be allowed to switch Giant for Wizard).

Never got the ability to try it, my players resist testing new things pretty hard for the most part (except, ironically, the least experienced one. She was great for trying out new things I had written).
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Post by ...You Lost Me »

SS? What does that stand for?
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Post by Maxus »

Savage Species.
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Post by Koumei »

Savage Species.
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Post by Xur »

K wrote:My basic idea was to create monster classes where powers came in incrementally, and then offset the better powers by pricing them and using them as magic items (removing slots from your eight-item limit). By doing that, you could have alternate monsters that would be able to take real classes and still stay within reasonable ELs (I mean, a 12th level Wizard Hill giant is maybe a 13th level character, and not the re-cock-ulous EL that is suggested).

I was also going to create a set of reasonable paths to explain why you are a partially-powered-up monster. For example, maybe you are under a curse which is why as a 1st level Hill Giant you are not totally hardcore like your brethren.

I was also going to fix certain powers like flight and stacking natural armor and regular armor.
That sounds very interesting. Any snippets available to share with us? :)
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Blasted
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Post by Blasted »

BECMI had a couple of splatbooks which did this.
You start off as a low level creature and by gaining levels, you gradually gain the advantages of the 'standard' monster. Generally by level 5 or 6 (XP heavily dependant on power level.) I haven't run many of them, but from a cursory glance it didn't look overly bad.
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