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How should ECL and monster races be handled?
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<blockquote data-quote="bret" data-source="post: 56868" data-attributes="member: 713"><p>The discussion in the <a href="http://www.enworld.org/messageboards/showthread.php?s=&threadid=3228" target="_blank">Lizardman ECL thread</a> made me start thinking about how the rules for playing monsters as characters should work.</p><p></p><p>Some of the things I came up with include:</p><ul> <li data-xf-list-type="ul">The first monster HD should be replaced by a class HD. This is the way it works for the PHB races (which only have one HD).</li> <li data-xf-list-type="ul">Base ECL would often be lower than base HD. The base monsters are more like Commoners than any of the regular PC classes, and you can end up loosing too much BAB, hit points, or skill points from a multiple HD creature if you consider HD = base ECL.</li> <li data-xf-list-type="ul">Skill points need to be handled better. I wonder if it would be that bad to replace the amount gained from one Extra Hit Die with what is gained from the class. If you don't adjust things, classes like the Rogue and Bard become a lot less interesting just because of the skill point loss over what would have been gained for the quadruple skills at first level.</li> <li data-xf-list-type="ul">There should be a guideline for total adjusted attributes. I would guess that a +2 and <em>maybe</em> +4 is worth an ECL, but am not sure where it becomes worth +2 or +3 ECL.</li> <li data-xf-list-type="ul">Playtest definately needs to be done at several effective levels. It is probably OK if the character is underpowered when taking their first class level, provided they don't stay that way. It would be unacceptable if they ended up overpowered over the long run. Seems like at a minimum you would have to test at ECL+1, ECL+3, ECL 10, ECL 15 and ECL 20. You don't want to characters to be so weak at ECL+3 or ECL 10 as to be useless, yet need to prevent them from becoming overpowering at ECL 15, 20 and above.</li> <li data-xf-list-type="ul">Immunities and resistences are probably worth more at higher levels than the starting levels. Doesn't matter what character level you are, getting the resistences given by a Celestrial template is always great. This is especially true since these abilities can't be dispelled. The number of different immunities/resistences is probably more significant than the amount of each.</li> </ul><p></p><p>Anyone else have suggestions?</p></blockquote><p></p>
[QUOTE="bret, post: 56868, member: 713"] The discussion in the [url=http://www.enworld.org/messageboards/showthread.php?s=&threadid=3228]Lizardman ECL thread[/url] made me start thinking about how the rules for playing monsters as characters should work. Some of the things I came up with include: [list] [*]The first monster HD should be replaced by a class HD. This is the way it works for the PHB races (which only have one HD). [*]Base ECL would often be lower than base HD. The base monsters are more like Commoners than any of the regular PC classes, and you can end up loosing too much BAB, hit points, or skill points from a multiple HD creature if you consider HD = base ECL. [*]Skill points need to be handled better. I wonder if it would be that bad to replace the amount gained from one Extra Hit Die with what is gained from the class. If you don't adjust things, classes like the Rogue and Bard become a lot less interesting just because of the skill point loss over what would have been gained for the quadruple skills at first level. [*]There should be a guideline for total adjusted attributes. I would guess that a +2 and [I]maybe[/I] +4 is worth an ECL, but am not sure where it becomes worth +2 or +3 ECL. [*]Playtest definately needs to be done at several effective levels. It is probably OK if the character is underpowered when taking their first class level, provided they don't stay that way. It would be unacceptable if they ended up overpowered over the long run. Seems like at a minimum you would have to test at ECL+1, ECL+3, ECL 10, ECL 15 and ECL 20. You don't want to characters to be so weak at ECL+3 or ECL 10 as to be useless, yet need to prevent them from becoming overpowering at ECL 15, 20 and above. [*]Immunities and resistences are probably worth more at higher levels than the starting levels. Doesn't matter what character level you are, getting the resistences given by a Celestrial template is always great. This is especially true since these abilities can't be dispelled. The number of different immunities/resistences is probably more significant than the amount of each. [/list] Anyone else have suggestions? [/QUOTE]
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How should ECL and monster races be handled?
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