LokiDR said:
Sorry for the mix up, you post didn't say that at all.
It's cool. I just wanted to make sure that we're on the same page here.
LokiDR said:
But on the subject of flat XP for abilites, how do you deal with pemancy? I know you apply ECL for reincarnate.
In my experience, Permanency takes care of its problems on its own. Few of my players have used it because its just not worth the XP expendature if it can be dispelled. The only time they've used it is with really minor effects, like darkvision or something.
I have a separate class of magic items in my games, called Melding Items. They accomplish much the same thing as Permanency, but only better. Actually, the accomplish the same thing that Bastions and Dragon were going for, and I wrote them up a long time ago. The magic item merges with you and you gain its abilities as extraordinary, spell-like, or supernatural abilities. Most of the time I'll just charge you gold and count it against your character wealth like normal. However, for those melding items that are just really powerful, I'll pop you not only with gold, but with an ECL modifier as well. For an example of powerful melding items, I actually have some that meld with you and apply a template to you. The application can be instantaneous or slowly take place over time.
LokiDR said:
As far as ECLs go, I haven't found numbers that make sense to me. I have seen a some players get screwed (by lack of HD) and others get overpowered on all the special abilities. Pehaps I will understand it better after I play in a Savage Species game.
The ECL game, like the CR game for new monsters, or the gold piece game for new magic items, can be a tricky business. Its funny, one of the things I really make sure to take into account when figuring up an ability's level adjustment is to ask myself how useful that ability will be four or five levels later. If its not going to be useful by that point, the level adjustment gets reduced. I've found that most spell-like abilities fall into this category. Some special qualities fall into this category as well, such as Spell Resistance. If its value is static, meaning it doesn't increase as you gain hit die/levels, then its level adjustment should be low. Unfortunately, it can't be too low, because at the beginning, its going to be really powerful. After ten or more levels though, its next to worthless. Because of that, I do my best to avoid qualities or abilities that don't improve with level/hit die.
The only real complain I have about the level adjustments given in Savage Species is that they seemed to avoid +0.5 or less adjustments like the plague. If you have adjustments that can be less than +1, you can better fine tune your final ECL. The book even shows that you end up doing it anyway, but why they didn't just go ahead and institute it into the design process instead of the acid testing process, I have no idea.
Like I said, it can be a tricky business.