Posted: Wed Mar 27, 2013 1:46 am
Good ideas that are getting complicated very quickly. It adds yet another classification to monsters, in addition to all the other stuff that's already there.
It would be of great help knowing that a krenshar even exists, how powerful it would be, and what fashion it might attack in if I'd never heard the word before, but I think I'd have to moan once writers started basing new rules around that category (i.e. new abilities can now do extra damage based on monster class, in addition to what already exists for monster types, subtypes, and so on)
This is further evidence that monster manuals dearly need to come with databases and software for very fast scaling of sample creatures.
It would be of great help knowing that a krenshar even exists, how powerful it would be, and what fashion it might attack in if I'd never heard the word before, but I think I'd have to moan once writers started basing new rules around that category (i.e. new abilities can now do extra damage based on monster class, in addition to what already exists for monster types, subtypes, and so on)
This is further evidence that monster manuals dearly need to come with databases and software for very fast scaling of sample creatures.
I would echo this noting that some players would also like to keep such creatures as pets, whether by summoning them, being attuned to nature, reanimating them, or whatever. Cool pets are easily my favorite thing about 3e.At some point a player will want to be a monster with classes, and your system needs to accommodate this. One thing that could help is to divide your "monsters" into two broad categories, let's say "man" and "beast" to choose arbitrarily. You simply design all the "man" monsters to be class compatible, and give a big fuck-you-NO to players being "beast" type monsters. Still problematic in edge cases ("But aboleths are sentient! They shouldn't be beasts! I want to play one!") so mileage may vary.