imp_fireball
2009-03-08, 04:27 AM
Is their any existing rules on advancement with non-humanoid PCs? String attached?
Here's my look at it
First off, the limits -
Intelligence
- 3 or greater = sentient, while 2 or less = animal. 0 can imply either brain dead or that of a machine without emotions (unless you've got some axiomatic machine creature without emotions as a trait). The borderline between sentience and animal is vast, thus drastic changes occur when a creature switches from an INT of 2 to that of 3.
- Sentience = Language. Language is one of the defining barriers of sentience. It doesn't necessarily have to be vocal or even somatic/written however it is considered 'higher' in the sense that it doesn't involve communication by way of pure emotions. All language has some semantics or tradition involved and is at least standardized in some sense, even if it only exists among a very small community. Creature's of sentience also have more complex personalities than animals. Sometimes creatures are incapable of communication and some of sentience are such 'loners' that they have no language to call their own, nor can they speak any, or perhaps have not adapted to uttering language although they could.
- Animal = No language. Independent animals usually have an INT of 2, while the sheep reflect more of an INT of 1, being the only difference as such. Animals communicate purely with emotions, and function by instinct (although INT 2s might express curiosity). Animal is not defined by the creature type, but rather by INT in this circumstance. Animals that do have a language are most likely assisted by means of a more intelligent race, whether psychically, magically, or with technology.
The Main Question: Should PCs be allowed to be non-humanoids? Animals for that matter? The guidelines I made above reflect how this might exist to some degree.
Non-humanoids with an INT higher than 2 might be obliged to have class levels, while animals merely advance in HD and/or are buffed by a third party.
As an example, here is the worg template
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG257.jpg
Size/Type: Medium Magical Beast
ECL 4 (4d8 HD)
Speed: 50 ft. (10 squares)
+2 Natural Armor
+4 BAB
One Natural Weapon (Bite 1d6)
Special Attacks: Trip
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +6, Will +3
Abilities: +6 STR, +4 DEX, +4 CON, -4 INT, +4 WIS
Skills: A worg has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A worg has a +4 racial bonus on Survival checks when tracking by scent.
Non-humanoid Advancement: 5-6 HD (Medium); 7-12 HD (Large); 1 additional class level per 4 ECL up to ECL 12 (if large) or ECL 6 (if medium) and then by class level thereafter.
Level Adjustment: +1 (cohort), +1 (size medium), +2 (size large)
Trip (Ex)
A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.
Four-legged (trait)
A worg receives all the penalties and benefits of a creature with four legs.
Non-humanoid (trait)
Although the worg acquires all the benefits of being a magical beast, they cannot cast spells with vocal components and suffer -2 to DCs with spells that have somatic components and DCs as well as those with material components. Additionally, they cannot have vocal language. All checks to do with tools, materials suffer a +4 to the DC of such checks.
Finally, even if a worg is proficient with weapons, they suffer a -2 penalty to attacking with them, unless they are grappling with their target. Additionally, only two handed weapons one size category smaller, or one-handed weapons of the same size category as the worg may be of the maximum heft equipped by the worg (unless powerful build is taken).
Non-proficiency with a weapon means that the worg will be unable to use it at all. If the worg is proficient with at least three different weapon categories, then improvised weapons suffer no penalties for being improvised.
Worg Physiology(trait)
According to it's size, a character who is a worg may begin play at a number of HD according to her size and receives level adjustment as such. A large worg may begin with a number of HD between 7-12, whereas a medium worg may begin with a number between 5-6.
Aside from beginning play with at least one class level, a worg always advances by 1 class level/4HD up to the maximum for her size category. When a GM states a level cap (ie. 5) then a large worg would choose to begin play with 8HD (Ie.) and three class levels (LA +2). However she must advance up to four additional HD before reaching fourth level in her class(es).
The idea behind this, even though it might generally be troubling to have a non-humanoids and humanoids within the same campaign, is that it offers greater choice to players.
Ultimately, the mechanics should not limit the fluff. The fluff should limit the mechanics.
---------
Opinions/suggestions? Are their other rules out there that deal with this issue?
Here's my look at it
First off, the limits -
Intelligence
- 3 or greater = sentient, while 2 or less = animal. 0 can imply either brain dead or that of a machine without emotions (unless you've got some axiomatic machine creature without emotions as a trait). The borderline between sentience and animal is vast, thus drastic changes occur when a creature switches from an INT of 2 to that of 3.
- Sentience = Language. Language is one of the defining barriers of sentience. It doesn't necessarily have to be vocal or even somatic/written however it is considered 'higher' in the sense that it doesn't involve communication by way of pure emotions. All language has some semantics or tradition involved and is at least standardized in some sense, even if it only exists among a very small community. Creature's of sentience also have more complex personalities than animals. Sometimes creatures are incapable of communication and some of sentience are such 'loners' that they have no language to call their own, nor can they speak any, or perhaps have not adapted to uttering language although they could.
- Animal = No language. Independent animals usually have an INT of 2, while the sheep reflect more of an INT of 1, being the only difference as such. Animals communicate purely with emotions, and function by instinct (although INT 2s might express curiosity). Animal is not defined by the creature type, but rather by INT in this circumstance. Animals that do have a language are most likely assisted by means of a more intelligent race, whether psychically, magically, or with technology.
The Main Question: Should PCs be allowed to be non-humanoids? Animals for that matter? The guidelines I made above reflect how this might exist to some degree.
Non-humanoids with an INT higher than 2 might be obliged to have class levels, while animals merely advance in HD and/or are buffed by a third party.
As an example, here is the worg template
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG257.jpg
Size/Type: Medium Magical Beast
ECL 4 (4d8 HD)
Speed: 50 ft. (10 squares)
+2 Natural Armor
+4 BAB
One Natural Weapon (Bite 1d6)
Special Attacks: Trip
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +6, Will +3
Abilities: +6 STR, +4 DEX, +4 CON, -4 INT, +4 WIS
Skills: A worg has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A worg has a +4 racial bonus on Survival checks when tracking by scent.
Non-humanoid Advancement: 5-6 HD (Medium); 7-12 HD (Large); 1 additional class level per 4 ECL up to ECL 12 (if large) or ECL 6 (if medium) and then by class level thereafter.
Level Adjustment: +1 (cohort), +1 (size medium), +2 (size large)
Trip (Ex)
A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.
Four-legged (trait)
A worg receives all the penalties and benefits of a creature with four legs.
Non-humanoid (trait)
Although the worg acquires all the benefits of being a magical beast, they cannot cast spells with vocal components and suffer -2 to DCs with spells that have somatic components and DCs as well as those with material components. Additionally, they cannot have vocal language. All checks to do with tools, materials suffer a +4 to the DC of such checks.
Finally, even if a worg is proficient with weapons, they suffer a -2 penalty to attacking with them, unless they are grappling with their target. Additionally, only two handed weapons one size category smaller, or one-handed weapons of the same size category as the worg may be of the maximum heft equipped by the worg (unless powerful build is taken).
Non-proficiency with a weapon means that the worg will be unable to use it at all. If the worg is proficient with at least three different weapon categories, then improvised weapons suffer no penalties for being improvised.
Worg Physiology(trait)
According to it's size, a character who is a worg may begin play at a number of HD according to her size and receives level adjustment as such. A large worg may begin with a number of HD between 7-12, whereas a medium worg may begin with a number between 5-6.
Aside from beginning play with at least one class level, a worg always advances by 1 class level/4HD up to the maximum for her size category. When a GM states a level cap (ie. 5) then a large worg would choose to begin play with 8HD (Ie.) and three class levels (LA +2). However she must advance up to four additional HD before reaching fourth level in her class(es).
The idea behind this, even though it might generally be troubling to have a non-humanoids and humanoids within the same campaign, is that it offers greater choice to players.
Ultimately, the mechanics should not limit the fluff. The fluff should limit the mechanics.
---------
Opinions/suggestions? Are their other rules out there that deal with this issue?