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2011-03-03, 09:02 PM (ISO 8601)
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Re: Community Based Monster Classes VI
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2011-03-03, 09:56 PM (ISO 8601)
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- Oct 2009
Re: Community Based Monster Classes VI
Then I shall have to work to overcome that in the future.
Originally Posted by benlyLast edited by Psyborg; 2011-03-03 at 09:57 PM.
delete Teemo.
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2011-03-03, 10:15 PM (ISO 8601)
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2011-03-03, 10:19 PM (ISO 8601)
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2011-03-03, 10:22 PM (ISO 8601)
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Re: Community Based Monster Classes VI
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2011-03-03, 10:23 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Glad I didn't permanently offend anyone. Regardless, the joke in question has been excised from the post.
Moving on to more cheerful things: Hyudra, I believe the template in this post should now be satisfactory. Let me know if there are any further issues.delete Teemo.
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2011-03-04, 01:46 AM (ISO 8601)
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Re: Community Based Monster Classes VI
@Half-Dragon: So...a dragon can take half-dragon? Wouldn't that just be a full dragon?
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2011-03-04, 01:50 AM (ISO 8601)
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- Jun 2009
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2011-03-04, 05:36 AM (ISO 8601)
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- Usaki City, Syona
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Re: Community Based Monster Classes VI
Prerequisites:
Knowledge: Arcana 4 ranks.
Language: Draconic.
Able to cast at least 1st level spells from any spontaneous spellcasting class.
Any creature type but undead or construct. Dragons are extremely prolific creatures, but even they can't mate with the inanimate.
Also, I kinda thought we were trying to make dragons less uber-gishy?
...also, no love for vampirific dragons? :P
As well, I'd ask for a little more leeway in breath weapons. For example, 'If the parent dragon has a breath weapon not entirely composed of one of these energy types, it deals the same type as the parent dragon, at 1d6/HD'
And, aren't Breath Weapons always worked out with Con modifiers?
To be completely honest, I thought the first Half Dragon was pretty fair...
...and isn't Half Dragon +3 LA?
...and I'm being sooo critical todaaaay. DX Your mileage may vary?Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
Homebrew Signature | NEW Homebrew Collection
Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
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2011-03-04, 05:54 AM (ISO 8601)
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- Mar 2009
Re: Community Based Monster Classes VI
Last edited by Mystic Muse; 2011-03-04 at 05:55 AM.
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2011-03-04, 07:20 AM (ISO 8601)
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- Mar 2011
Re: Community Based Monster Classes VI
I've noticed you guys have made several constructs but never give them class skills. This only makes sense if they're the "Awakened" variety.
In 3.5 constructs with intelligence scores have skill points, and any creature with skill points has class skills (Although often only one or two). Class skills are not decided by creature type, they're decided by the specific creatures. Even most animals have class skills. As long as it has an intelligence score, it has skill points, and as long as it has skill points, it has class skills.
Every monster with an intelligence score has class skills, you figure them out by looking at their entry and breaking down the math.
So we'll look at the Zelekhut entry for instance:
It has 8 hit dice with 2 + int per level with 4x at first level. It has no intelligence bonus (10 intelligence), so just 22 skill points. Enough to get two skills to max or to sprinkle the skill points around. It also gets a +4 racial bonus on Search and Sense Motive. Its maximum ranks in cross-class skills is 5.
It has Str 21, Dex 11, Con -, Int 10, Wis 17, and Charisma 15.
Its skills are: Diplomacy +4, Listen +9, Search +9, Sense Motive +12, Spot +9, Search 3 (+5 following tracks)
Diplomacy +4 (+2 Charisma, +2 Synergy)
Listen +9 (+3 Wisdom, +6 ranks)
Search +9 (+0 Intelligence, +4 racial, +5 ranks)
Sense Motive (+3 Wisdom, +4 racial, +5 ranks)
Spot +9 (+3 Wisdom, +6 ranks)
Survival +3 (+3 Wisdom)
So by breaking down the math we see that the Zelekhut spent no skill ranks in cross-class skills because it could not have afforded to put 6 ranks into two skills. Also we see that at least the two skills it put 6 ranks in must be class skills because the maximum ranks it can afford in cross-class skills is 5. So the Zelekhut must have Listen, Search, Sense Motive, and Spot as class skills because although it only has 5 ranks in Sense Motive and Search it couldn't have afforded 5s if those were cross-class because it spent 12 of its 22 on Listen and Spot. I would also say it probably has Survival as a class skill since it gets a racial bonus, but it just didn't bother putting any ranks in it.
The Nimblewright's 3.5 update entry shows it has ranks in Jump and Tumble. So at the very least it has those two skills as class skills. .
The Force Golem's entry shows it has Balance, Jump, and Tumble for sure and probably has Listen and Spot.
I just thought I'd suggest a way I saw for you guys to improve your class construction guidelines. At the moment you're shafting a lot of constructs that earned no shafting.Last edited by Bloody Initiate; 2011-03-04 at 07:23 AM.
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2011-03-04, 09:55 AM (ISO 8601)
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Re: Community Based Monster Classes VI
A wild critique appears (for Gorgondantess' Half-Dragon)!
My general beef with this class is the caster-focus, starting from the prerequisites, and ending with all the cool abilities needing casting to do anything. In addition, it should be accessible at first level, and indeed, the default assumption should be that you take this at first level, because you don't suddenly become a half-dragon, you are born as one.
There we go. Was kind of unsure about critiquing this, since the maker is Gorgondantess, and I'm not that experienced a brewer in comparison. However, even a broken clock is right twice a day, and I thought my insights might make some sense, so I posted this anyway.
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2011-03-04, 10:51 AM (ISO 8601)
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- Apr 2008
Re: Community Based Monster Classes VI
Oh man, my internet service provider suddenly stopped providing me with internet access last night. What was a leisurely evening alternating between work & monster class stuff became a scramble to try and get my internet back up, then to find a friend who'd let me use their internet (which failed, my 'friends' either weren't replying, were out or were unable), and ultimately had me going across half the city to use a computer in a library, piles of work documents in hand, to get stuff done for this morning.
...and now it's inexplicably back up.
Originally Posted by Psyborg
Originally Posted by Psyborg
Originally Posted by Gorgondantess
A cropped version of your half dragon pic.
Originally Posted by Winter King
Licenses are explained in the first post of the thread.
Originally Posted by Bloody Initiate
What's going on with these undead and Construct monster classes? Why don't they have skills?
Undead and Constructs get a whole bunch of bonuses just for being undead/construct type. You're immune to poison, diseases, stunning, mind affecting stuff, morale effects, you get a bunch of HD, you can't be crit, you take no ability damage... the list goes on and on and on. It's a huge list of benefits!
To prevent them from being too powerful as one-level dips (creating situations where everyone takes single a level in, say, skeleton, to ensure they can be undead and they get all those choice benefits), there's a rule that if you're undead or construct, you don't get class skills. So you're forced to put ranks in cross-class skills. We generally aim for undead and constructs to be a little less powerful, as well.
edit:
Originally Posted by Frog Dragon
I ask because I got my start in this project doing the giants, and I went to a lot of effort to try and come up with unique abilities for each flavor of giant. Imagine my surprise, then, when one or two of these unique, giant-specific abilities showed up on the Titan. I felt this detracted from the Giant in question, but as the Titan was raised, finished and accepted for the list during a period when I wasn't posting, I didn't really feel I could make an issue of it. It still left a sour taste in my mouth at the time. It happened again with the Remorhaz (several abilities borrowed from my Purple Worm), but Bladesmith was kind enough to change at my request.
So, I ask, people, what is your opinion on partial or wholesale borrowing of monster class material?Last edited by Hyudra; 2011-03-04 at 11:02 AM.
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2011-03-04, 11:03 AM (ISO 8601)
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- Aug 2008
Re: Community Based Monster Classes VI
I kinda phrased that badly. I only meant that the concept of breath weapon spells was pretty much exactly what I was looking for with the Dragon Mage Path. I'm not going to actually yoink the ability unless Gorgon gives me the go-ahead, and I might not do it even then.
Edit: And yeah, unique abilities feel a lot like "my" work, and I wouldn't be all that sure on.. for example, someone copying the Cursed Wound line of abilities from my Nycaloth. I'd at least want them to note in comments where they got them from.Last edited by Frog Dragon; 2011-03-04 at 11:10 AM.
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2011-03-04, 11:04 AM (ISO 8601)
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2011-03-04, 11:10 AM (ISO 8601)
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2011-03-04, 11:31 AM (ISO 8601)
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- Mar 2011
Re: Community Based Monster Classes VI
Undead and Constructs get a whole bunch of bonuses just for being undead/construct type. You're immune to poison, diseases, stunning, mind affecting stuff, morale effects, you get a bunch of HD, you can't be crit, you take no ability damage... the list goes on and on and on. It's a huge list of benefits!
You do NOT get a bunch of HD, there is no basis for that statement at all. You get the same amount as anyone else. The Force Golem has 4, the Nimblewright has 7. That's not a bunch, that's their CR.
Also half the immunities can be duplicated with low level stuff.
To prevent them from being too powerful as one-level dips (creating situations where everyone takes single a level in, say, skeleton, to ensure they can be undead and they get all those choice benefits), there's a rule that if you're undead or construct, you don't get class skills. So you're forced to put ranks in cross-class skills. We generally aim for undead and constructs to be a little less powerful, as well.
It makes even less sense when you consider the player can get the benefits of the undead type from Necropolitan - and it's better that way, and they can grab a lot of nice construct stuff with warforged - which are also mostly better than basic constructs despite fewer immunities.
The last sentence is just silly. It says "We generally aim for undead and constructs to be a little less powerful" but does not specify "after immunities." To a new builder this looks like a license to screw over two types for no reason at all.
Finally, the decision still makes zero sense because that's not how the game works. If you have an intelligence score, you have class skills. It's simple. Just like you get a feat every third level, you get class skills if you're intelligent. There's no good reason to deny the classes that, it just makes them significantly less functional.
Obviously you're entitled to do whatever you want, I just think that portion of the guidelines needs another look because it looks as outdated as 3.0. I know you guys have a council for deciding this kind of thing.
Open Source.
It's a little frustrating to watch people gank your ideas without asking or crediting you, but I hold to the philosophy that a good idea remains good whether or not the original author gets credit.
Also I personally would want to reuse good ideas I had, so I wouldn't want people telling me to think of something original every time when I was actually quite thrilled with the work I'd already done and enjoy borrowing from my own good foundations.
Believe it or not it's possible for two people to have the exact same idea without any interaction or influence between them. I made a rule for a different game awhile back and later found it duplicated exactly, down to the name and the mechanics. I don't believe the guy stole the idea, I think he just happened to build the same ability and name it the same as I did by pure coincidence. I still did it first, but that doesn't make him a thief, just late to the party.
Furthermore, consistency is good. How many base classes have Uncanny Dodge? Is everyone stealing from the Barbarian because that class was the first one printed? No, a good idea that gives a solid, balanced mechanical advantage should be copied a dozen times over. Imitation is the highest form of flattery.
Finally, you're already borrowing material wholesale. To try and put your name on it and claim it as yours is silly, that's like making a Fighter fix and claiming no one else can fix the fighter.Last edited by Bloody Initiate; 2011-03-04 at 11:32 AM.
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2011-03-04, 11:32 AM (ISO 8601)
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- Oct 2009
Re: Community Based Monster Classes VI
Perhaps adding this to the general FAQ:
Borrowing Abilities from Other Monster Classes: There are a lot of excellent abilities that have already been created for monsters in this project, and you may feel that one of them would complement your current project. However, a lot of work has gone into the creation of unique and flavorful abilities for individual monsters, and their creators may not want them copied throughout the project. If you want to use a unique ability originally created for another monster class, please ask the creator of that class first. In the event of inactive posters and non-response to such requests, go ahead and use the ability, with a note in the comments that they didn't respond, and be aware that it may have to be removed if they request such at any point during the critique process. Regardless of their response or lack thereof, content borrowed from other monster classes should always be credited to the original monster and its creator in the Comments section."PHP Code://////////////If your monster has an ability originally created for a previous Monster Class, remember to credit the class and its author here.
delete Teemo.
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2011-03-04, 11:45 AM (ISO 8601)
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- Mar 2011
Re: Community Based Monster Classes VI
Psyborg's solution is easily the most elegant.
I still gawk in amazement at people who post on a public forum getting upset about their idea showing up elsewhere, but I'm one end of the spectrum and a new member, so my views are irrelevant.
The other silly thing: I thought the dream of every homebrewer was that their material would be seen as worthy enough to be used. I know my work is unlikely to be used, but I love the idea of it seeing use anyway. It's flattering, and it validates my effort as something more than my personal pursuits (If it was just for me, I wouldn't put it on a public forum)
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2011-03-04, 11:47 AM (ISO 8601)
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- Apr 2008
Re: Community Based Monster Classes VI
Rather, they have large HD (d12) regardless of role. Poor wording on my part.
Edit: In any event, in regards to what Bloody Initiate is arguing - one of the things we go for in this thread is to have monster classes that stand out from the rest. If someone's copying stuff to fill in gaps in their own monsters, it points to laziness on their part and it makes for a degree of sameness across the board. In the doing, they're also detracting from the uniqueness of the monster they're borrowing from. This is what's irritating about it.Last edited by Hyudra; 2011-03-04 at 11:51 AM.
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2011-03-04, 11:47 AM (ISO 8601)
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- Aug 2008
Re: Community Based Monster Classes VI
The wholesale copying we do has explicitly been granted permission to. WotC made that deal on their own. OGL allows modification and copying.
We did not though, and while we, having based our homebrews on the 3.5 D&D system, are doing Open Source by default, it doesn't mean we can't have reservations on people wholesale copying our stuff without credit. In this case, we have not explicitly given permission to do this, and while there is nothing illegal about said copying, common courtesy dictates you should probably get that permission before copying it.
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2011-03-04, 11:54 AM (ISO 8601)
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Re: Community Based Monster Classes VI
Hmm. This is exactly correct; it's completely nonsensical. The HD phrase should be stricken from the record. Sorry, I should have caught that.
Also half the immunities can be duplicated with low level stuff.
First off I'm pretty sure these classes are supposed to be cross-classable. So setting them up to avoid one-level dips doesn't make any sense.It makes even less sense when you consider the player can get the benefits of the undead type from Necropolitan - and it's better that way, and they can grab a lot of nice construct stuff with warforged - which are also mostly better than basic constructs despite fewer immunities.The last sentence is just silly. It says "We generally aim for undead and constructs to be a little less powerful" but does not specify "after immunities." To a new builder this looks like a license to screw over two types for no reason at all.Finally, the decision still makes zero sense because that's not how the game works. If you have an intelligence score, you have class skills. It's simple. Just like you get a feat every third level, you get class skills if you're intelligent. There's no good reason to deny the classes that, it just makes them significantly less functional.
--Undead and Construct do have a lot of useful, powerful immunities that can't be duplicated without enormous expense (or Divine Metamagic:Persist, which makes everything easy anyway), and which can make balancing their early levels very difficult.
--They can either be balanced with weaker class features, one or more fundamental disadvantages to offset their immunities, or a combination of the two.
--Currently, they get two fundamental disadvantages (much lower HP, poor Fort saves, and poor Con- and Con-based checks due to no Con score; and no class skills), and generally slightly weaker class features. None of these are individually overwhelming. Removing the no-class-skills limitations would require class features, at the first few levels at least, to be weakened still further, inhibiting the ability of 'brewers to come up with the abilities that make or break a flavorful and unique undead monster class.
--On the other hand, if you leave things how they are but want to make a skill-based undead or construct, then just make one of its level 1 class features, "Cunning: Unlike most (undead|constructs), you have class skills." It'll get considered for balance like any other class feature would be; it'll probably replace something else at level 1; but that's okay because it'll be one of the defining traits of the monster.
In conclusion: Undead and Constructs are always going to be at least somewhat problematic, but I think the current system works.
Open Source.
It's a little frustrating to watch people gank your ideas without asking or crediting you, but I hold to the philosophy that a good idea remains good whether or not the original author gets credit.
Also I personally would want to reuse good ideas I had, so I wouldn't want people telling me to think of something original every time when I was actually quite thrilled with the work I'd already done and enjoy borrowing from my own good foundations.
Believe it or not it's possible for two people to have the exact same idea without any interaction or influence between them. I made a rule for a different game awhile back and later found it duplicated exactly, down to the name and the mechanics. I don't believe the guy stole the idea, I think he just happened to build the same ability and name it the same as I did by pure coincidence. I still did it first, but that doesn't make him a thief, just late to the party.
Furthermore, consistency is good. How many base classes have Uncanny Dodge? Is everyone stealing from the Barbarian because that class was the first one printed? No, a good idea that gives a solid, balanced mechanical advantage should be copied a dozen times over. Imitation is the highest form of flattery.
Finally, you're already borrowing material wholesale. To try and put your name on it and claim it as yours is silly, that's like making a Fighter fix and claiming no one else can fix the fighter.
But that's my take on it. Let the talking heads decide We're going to keep writing stuff regardless, right? *grin*
As a final note, the casting-progression tables I mentioned the other day are definitely going to have to wait for next week...my weekend got crazy all of a sudden.
Edit: Ugh, swordsaged. More than once, too. Oh well.Last edited by Psyborg; 2011-03-04 at 11:55 AM.
delete Teemo.
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2011-03-04, 12:06 PM (ISO 8601)
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- Mar 2011
Re: Community Based Monster Classes VI
I absolutely support good manners, and despite my stated philosophies would ask permission before yoinking any ideas. I just get annoyed when people act entitled and petulant over "their" work which is in fact built upon someone else's work. I also recognize the absence of consequences on the internet, so you're better off starting with a forgiving attitude because an unforgiving attitude isn't going to affect anyone but you.
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2011-03-04, 12:46 PM (ISO 8601)
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Re: Community Based Monster Classes VI
I don't care about people borrowing anything I come up with, as long as they tell me...
Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
Homebrew Signature | NEW Homebrew Collection
Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
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2011-03-04, 01:33 PM (ISO 8601)
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Re: Community Based Monster Classes VI
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2011-03-04, 01:43 PM (ISO 8601)
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Re: Community Based Monster Classes VI
...it's also a d10 for constructs, not a d12...
It was bothering me...
It's a d12 for undead for sure, but I'll happily concede that there is a lot more stuff that targets undead than constructs.Last edited by Bloody Initiate; 2011-03-04 at 01:43 PM.
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2011-03-04, 01:57 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Right, but even so, if you're a mid level lich, it still stands to be an overall benefit over your standard caster, as far as having a little more HP to fritter away. No, you don't get the standard 'dying' buffer, but your immunities help ensure that you're not going to get surprised by a status effect, crippling poison or nasty crit that drops you faster than you'd expect. So the lack of an HP buffer is already sufficiently compensated for. Further, despite having a steady HP gain per level on par with a wizard with 18 con or a rogue with 16 con (and higher HP at first level: 12 vs. 8 for the wizard example and 9 for the rogue), without needing to invest points/good rolls in constitution, you're free to put points in Dex (+AC, get hit less, act sooner, higher reflex) or Wis (+will saves) with virtually no detriment.
It works out to an overall advantage, barring the earliest levels where that hp buffer is so essential.Last edited by Hyudra; 2011-03-04 at 02:02 PM.
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2011-03-04, 02:07 PM (ISO 8601)
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- Aug 2010
Re: Community Based Monster Classes VI
I still disagree - at higher levels, getting hold of a Con bonus isn't so hard if you want one, and it's an option undead and constructs don't have.
Additionally, many undead and most constructs are melee-type classes, and for them it's a straight disadvantage - almost any melee type is going to have more hit points per level than a construct expected to take the same role, so penalizing them for that "benefit" is a bit unfair. For casters, it is a HP advantage - but casters don't rely so much on having a high HP because they can stay off the front lines, so it's an advantage to something that doesn't advantage them much. The main place where this is a real advantage is for "light melee" classes. If you have a construct or undead that directly competes with the rogue or ninja or factotum or whatnot, trying to counterbalance their higher HP with loss of skill points makes sense. For anyone else, it pretty much amounts to screwing them out of ever seeing prestige classes.
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2011-03-04, 02:16 PM (ISO 8601)
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- Mar 2011
Re: Community Based Monster Classes VI
For the record, mages aren't as squishy as tropes would suggest.
Wizards can freely dump charisma and strength already, which means they can crank con and have more hitpoints.
Sorcerers can dump strength as well, and they don't have to worry about intelligence much either (I hate dumping intelligence on any character, but some characters can afford it a lot better than others).
Clerics aren't squishy anyway.
Fighter types?
Need strength.
Need Dex (Occasionally they can leave it low)
NEED Con
They actually need Int because they rarely get a workable amount of skill points, and they're more dependent on such things.
They also usually want at least a +1 in wisdom because their will saves suck.
My point is just that the people who gain the most are always casters, and the people who lose the most are always everyone else, and removing the con score is just another example of this.
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2011-03-04, 02:20 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Still, couldn't we just have a rule where Constructs only have about 3-4 skills to pick from that make sense, tops?
I mean, yes Undead/Constructs are pretty cool when it comes down to immunities, but sometimes it just doesn't make sense to me, short of making something silly up on the spot.
Ghouls, yeah. I get that. Mummies, eh, that's pushing it.
However, why would a Lich/Vampire suddenly become dumber?
I mean, normal Constucts gain the bottom 2+Int mod anyway, but intelligent undead normally gain 4+Int mod skill points, and a mid level Wizard could of just gotten the Necropolitan template anyway for a pittance of gold, and gained back the lost level, by the mid levels. It just seems a bit arbitrary.