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General Tabletop Discussion
*TTRPGs General
How do you encourage players to use Level Adjusted races?
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<blockquote data-quote="Brimshack" data-source="post: 3148379" data-attributes="member: 34694"><p>What I have done in the past is to limit class levels at the outset of a campaign while giving layers the option of taking extra ECL in monster levels. This way the players can trade off the eventual slow down for a slight boost at the beginning of a campaign. </p><p></p><p>Example: You get 7 ECL to begin with, but class levels above 1st count double toward that. Monster hit dice and level adjustments count normal. Thus a player could play a Centaur Ranger (4HD+2LA+1R) or a 4th level Human Ranger. ...His call.</p><p></p><p>Of course I also like to run multi-character campaigns with variable starting hit dice. So, I'm more likely to do something like this:</p><p></p><p>You have 12 Hit Dice to work with (Class levels above 1st count double), and you can roll up 2 characters. How you distribute things is your call, but you must keep 2 viable characters in the campaign. (No sand bagging a 1st level character so you can get your 12 ECL monster into play and then let his flunky die in the first game.) So, one player could roll up an Drider with a level in Cleric (6HD+4la+1Cl) and a Rogue (level 1) while another rolls up 2 human characters in the range of 3rd to 4th.</p><p></p><p>One key to making variable levels work is actually using variable x.p. for different levels of teh party. If you average the party level before calculating x.p., then the low level characters never really do close the gap.</p></blockquote><p></p>
[QUOTE="Brimshack, post: 3148379, member: 34694"] What I have done in the past is to limit class levels at the outset of a campaign while giving layers the option of taking extra ECL in monster levels. This way the players can trade off the eventual slow down for a slight boost at the beginning of a campaign. Example: You get 7 ECL to begin with, but class levels above 1st count double toward that. Monster hit dice and level adjustments count normal. Thus a player could play a Centaur Ranger (4HD+2LA+1R) or a 4th level Human Ranger. ...His call. Of course I also like to run multi-character campaigns with variable starting hit dice. So, I'm more likely to do something like this: You have 12 Hit Dice to work with (Class levels above 1st count double), and you can roll up 2 characters. How you distribute things is your call, but you must keep 2 viable characters in the campaign. (No sand bagging a 1st level character so you can get your 12 ECL monster into play and then let his flunky die in the first game.) So, one player could roll up an Drider with a level in Cleric (6HD+4la+1Cl) and a Rogue (level 1) while another rolls up 2 human characters in the range of 3rd to 4th. One key to making variable levels work is actually using variable x.p. for different levels of teh party. If you average the party level before calculating x.p., then the low level characters never really do close the gap. [/QUOTE]
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How do you encourage players to use Level Adjusted races?
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