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Expanded ECL rules!
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<blockquote data-quote="Anubis" data-source="post: 349842" data-attributes="member: 2358"><p>UK came of with a great thing in Asgard 6 as part of his system for the Immortal's Handbook, and I use that system myself. That system, however, only takes into account Level, HD, static SA and SQ, and Divine Rank.</p><p></p><p>After much thought, I have expanded upon UK's guidelines from Asgard 6 in order to come up with a more comprehensive system that takes ALL things into account, including ability acores and varying levels of power for SA and SQ.</p><p></p><p>This is a work in progress, and I submit it for the approval of all here, including and especially UK, who I hope considers adopting these expanded guidelines (especially after we finish our little test to determine the ECL of Divine Ranks).</p><p></p><p></p><p></p><p>Determining ECL:</p><p></p><p>+1 ECL per Class Level</p><p>+1 ECL per +1 CR increase of a Template</p><p></p><p>+10 ECL for Divine Rank 0</p><p>+20 ECL for Divine Rank 1</p><p>+4 ECL per Divine Rank over Divine Rank 1</p><p></p><p>+1 ECL/Hit Die for Dragons and Outsiders</p><p>+3 ECL/4 Hit Dice for Magical Beasts, Monstrous Humanoids, Shapechangers</p><p>+1 ECL/2 Hit Dice for Aberrations, Elementals, Fey, Giant, Humanoids, Undead (except for Skeletons and Zombies)</p><p>+2 ECL/5 Hit Dice for Beasts</p><p>+1 ECL/4 Hit Dice for Animals, Constructs, Oozes, Plants, Undead (Skeletons and Zombies), Vermin</p><p></p><p>+1 ECL per +4 total bonus to ability scores, not counting +1/4 Hit Dice or Levels, minimum +1 (i.e. an athach has Str 27, Dex 12, Con 21, Int 7, Wis 12, Cha 6, which constitutes Str +16, Dex +2, Con +10, Int -4, Wis +2, Cha -4, or a total of +22 to ability scored for +5 to ECL)</p><p></p><p>+1 ECL per SA or SQ (except as noted below)</p><p>+2 ECL for powerful SA or SQ</p><p>+2 ECL for Epic SA or SQ (i.e. a normal ability that does something similar to an Epic Feat or Epic Power)</p><p>+3 ECL for powerful Epic SQ or SQ (i.e. an ability that does something similar to a very powerful Epic Feat or Epic Power, such as a creature with Great Reflection or Superior Multiweapon Fighting)</p><p>+3 ECL for Blindsight</p><p>+1 ECL per 20/+2 Damage Reduction (minimum +1)</p><p>+1 ECL per 10 Fast Healing or Regeneration (minimum +1)</p><p>+1 ECL per 20 Resistance to Energy, per instance, total minimum +1 ECL (i.e. Fire Resistance 20 would be ECL +1, Fire Resistance 40 would be ECL +1, Fire and Cold Resistance 10 would be +1, Fire and Cold Resistance 20 would be +2, etc.)</p><p>+1 ECL for Spell Resistance, +1 ECL per 5 Spell Resistance over 20</p><p>+1 ECL per +4 Turn Resistance</p><p>+1 ECL per Energy Immunity</p><p>+1 ECL per attack after four attacks (i.e. if a creature gets 100 attacks, it gets +96 ECL)</p><p>+1 ECL per 20 AC over AC 20</p><p>+1 ECL per 100% increase in movement over standard movement based on size</p><p>+(Creature's Hit Dice ECL Modifier) if the creature can summon more of its own kind, multipled by the number of times per day it may summon (i.e. a Hecatoncheires can summon another of its kind, so it receives +52 ECL because it is intially ECL +52 for being an Outsider)</p><p></p><p></p><p></p><p>For the purposes of this system, ECL equals CR in all cases. For CRs over 20, use the following table, borrowed from UK's article in Asgard 6:</p><p></p><p><span style="font-family: 'courier new'"></span></p><p><span style="font-family: 'courier new'"> ECL --- CR </span></p><p><span style="font-family: 'courier new'"> 1-20 --- +1/Level</span></p><p><span style="font-family: 'courier new'"> 21-40 --- +1/2 Levels</span></p><p><span style="font-family: 'courier new'"> 41-80 --- +1/4 Levels</span></p><p> <span style="font-family: 'courier new'">81-160 --- +1/8 Levels</span></p><p><span style="font-family: 'courier new'">161-320 --- +1/16 Levels</span></p><p><span style="font-family: 'courier new'"></span> </p><p></p><p>This format can be continued indefinitely as ECL and CR increases.</p><p></p><p></p><p></p><p>Anyway, these are my expanded ECL/CR rules. What do you all think? What are your thoughts on this, UK?</p></blockquote><p></p>
[QUOTE="Anubis, post: 349842, member: 2358"] UK came of with a great thing in Asgard 6 as part of his system for the Immortal's Handbook, and I use that system myself. That system, however, only takes into account Level, HD, static SA and SQ, and Divine Rank. After much thought, I have expanded upon UK's guidelines from Asgard 6 in order to come up with a more comprehensive system that takes ALL things into account, including ability acores and varying levels of power for SA and SQ. This is a work in progress, and I submit it for the approval of all here, including and especially UK, who I hope considers adopting these expanded guidelines (especially after we finish our little test to determine the ECL of Divine Ranks). Determining ECL: +1 ECL per Class Level +1 ECL per +1 CR increase of a Template +10 ECL for Divine Rank 0 +20 ECL for Divine Rank 1 +4 ECL per Divine Rank over Divine Rank 1 +1 ECL/Hit Die for Dragons and Outsiders +3 ECL/4 Hit Dice for Magical Beasts, Monstrous Humanoids, Shapechangers +1 ECL/2 Hit Dice for Aberrations, Elementals, Fey, Giant, Humanoids, Undead (except for Skeletons and Zombies) +2 ECL/5 Hit Dice for Beasts +1 ECL/4 Hit Dice for Animals, Constructs, Oozes, Plants, Undead (Skeletons and Zombies), Vermin +1 ECL per +4 total bonus to ability scores, not counting +1/4 Hit Dice or Levels, minimum +1 (i.e. an athach has Str 27, Dex 12, Con 21, Int 7, Wis 12, Cha 6, which constitutes Str +16, Dex +2, Con +10, Int -4, Wis +2, Cha -4, or a total of +22 to ability scored for +5 to ECL) +1 ECL per SA or SQ (except as noted below) +2 ECL for powerful SA or SQ +2 ECL for Epic SA or SQ (i.e. a normal ability that does something similar to an Epic Feat or Epic Power) +3 ECL for powerful Epic SQ or SQ (i.e. an ability that does something similar to a very powerful Epic Feat or Epic Power, such as a creature with Great Reflection or Superior Multiweapon Fighting) +3 ECL for Blindsight +1 ECL per 20/+2 Damage Reduction (minimum +1) +1 ECL per 10 Fast Healing or Regeneration (minimum +1) +1 ECL per 20 Resistance to Energy, per instance, total minimum +1 ECL (i.e. Fire Resistance 20 would be ECL +1, Fire Resistance 40 would be ECL +1, Fire and Cold Resistance 10 would be +1, Fire and Cold Resistance 20 would be +2, etc.) +1 ECL for Spell Resistance, +1 ECL per 5 Spell Resistance over 20 +1 ECL per +4 Turn Resistance +1 ECL per Energy Immunity +1 ECL per attack after four attacks (i.e. if a creature gets 100 attacks, it gets +96 ECL) +1 ECL per 20 AC over AC 20 +1 ECL per 100% increase in movement over standard movement based on size +(Creature's Hit Dice ECL Modifier) if the creature can summon more of its own kind, multipled by the number of times per day it may summon (i.e. a Hecatoncheires can summon another of its kind, so it receives +52 ECL because it is intially ECL +52 for being an Outsider) For the purposes of this system, ECL equals CR in all cases. For CRs over 20, use the following table, borrowed from UK's article in Asgard 6: [FONT=courier new] ECL --- CR 1-20 --- +1/Level 21-40 --- +1/2 Levels 41-80 --- +1/4 Levels 81-160 --- +1/8 Levels 161-320 --- +1/16 Levels [/FONT] This format can be continued indefinitely as ECL and CR increases. Anyway, these are my expanded ECL/CR rules. What do you all think? What are your thoughts on this, UK? [/QUOTE]
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