Talk:Villainous Abilities (3.5e Variant Rule)
Removed[edit]
I removed the following:
===Illegal Creature(Ex)=== Prerequisite: Villain A villian may ignore restrictions on creature type (ex. be a aboleth werewolf) for him and his minions. |
Creatures have no need for the villain rules. The villain rules are intended for humanoid creatures who normally take class levels. This ability could add to the CR of the encounter beyond what the level allows. All design for this section should seek to keep CR at the villain's assigned level.
I kept the intent of this addition by adding a section on templates and an ability to gain creature abilities.
A villain's abilities do not chain down to him minions, although his minions are often designed with the same capability.
--Dmilewski 14:51, 3 January 2007 (MST)
Commentary[edit]
I do something like this too. You know, give myself great abilities and stuff to my villains. It's called "Being a DM" and My world, my rules(Su) Flession 22:04, 8 April 2007 (MDT)
- Great! I'm a big supporter of "whatever works for you." I happen to like making systems, so I made a system out of my idea. This is what works for me. --Dmilewski 06:02, 9 April 2007 (MDT)
- Don't get me wrong, I like the idea (as well as it can make some of my rules-lawyering members hush up), it was my attempt of being a humourous ass. Flession 06:58, 9 April 2007 (MDT)
- I also use the "I'm the DM (Ex)" ability often!!! I do like the concept here for these abilities and the Villanous classes to which they pertain. This does, in fact, help keep the players that take the "Obnoxious Quoting of Rules (Ex)" feat in check. >:) --Skwyd 17:39, 3 May 2007 (MDT)
- I am fortunate that my players don't do that. The cool thing about the "villainous" classes is that they are designed to get you to STOP thinking about the class and to START thinking about the villain. --Dmilewski 04:54, 4 May 2007 (MDT)