UK
Upper_Krust said:
Hiya mate!
Hey to you too. =P
Upper_Krust said:
I admit that I should probably change ability scores to Total minus 63 (as a number of people have indirectly suggested).
Though it is much simpler keeping it all bonuses/penalties.
I agree. you should take each odd stat and subtract 11, and each even and subtract 10, and then divide by whatever, only keep track of full bonuses. The odd stats, while required for feats, have almost no effect otherwise, certainly not enought to majorly effect CR.
Upper_Krust said:
Unfortunately I don't think its as simple as that. Some classes benefit more from magic items than others. (Fighters benefit more than Wizards for instance).
Its a tricky one to be sure.
I'm not so sure on if fighters benefit more. Maybe the problem is there are not enough good magic items for spell casters. Maybe I need to type out my supposed changes to magic item creation, huh? =D
Upper_Krust said:
I thought that before reading what you had changed how stats worked, into .1 increments.
Upper_Krust said:
The top rated class/type may depend on what relationship wealth has.
Yah, see above.
Upper_Krust said:
I see your point. A zero rated ability score is more circumstantial than penalising. Though I would rate all '0' abilities as equal; I wouldn't give Constitution special treatment.
However, this application throws up a number of possible problems. Having a zero related ability score does limit the monsters options (Dex 0 = Immobile; Int 0 = Mindless etc.)
Probably too pedantic as you suggest.
I dunno, all stats but Con as nil suggest the same value as a 0, which is a penalty.
Upper_Krust said:
Other than Non-living monsters (Elementals; Outsiders; Undead etc.) I don't see how they could naturally raise their Hit Dice except from growth.
In savage species i think they let monsters countinue to gain HD instead of classes.
Upper_Krust said:
I'm still outlining this revision.
Total Poison Effect (add initial and secondary damage) divided by 10
eg. Medusa 1d6 + 2d6 = 3d6 (average 11) = +1.1
Its plausible that poison should also be limited by application. I mean a creature with a poison attack who has five envenomed attacks is more damgerous than the same creature with only one.
Definatly. Since the medusa only gets poison on one attack, and it is an extra attack, it needs some sort of special case. Perhaps add a half of the bonus again for each attack the creature can make that has that poison on it. Also, initial damage should be rated higher than secondary. 3d6 con intial and 1d6 secondary is much tougher than 1d6 initial and 3d6 secondary. First one means you might die, second means get a neutralize poison or you might die.
Upper_Krust said:
Actually I think I have found an easier way.
Spell-level effect divided by 10.
Doubled for a Gaze Weapon of course.
eg. Medusas Gaze = Turn to Stone = 0.6 x 2 Gaze (because its automatic - you don't have to 'use' it as you would a Breath Weapon or Ray) = +1.2
eg. Bodaks Gaze = 9th = 0.9 x2 Gaze = 1.8 + 0.5 for Create Spawn = +2.3
A bodak's gaze is a 9th level spell? Isn't finger of death 7th level and slay living 5th? It's much closer to 7th (slay living is touch). Also, do you think 0.6 is enough for a creature that had the supernatural power to cause one person to turn to stone as a standard action? basically has flesh to stone as an unlimited use, DC 10 +1/2HD +Cha, spell-like power usuable at will? Perhaps that should be twice 0.6 (1.2), and gaze attacks should be three times, or 1.8.
Upper_Krust said:
Should Monsters gain PC wealth for their initial CR though!? To be honest I am sceptical!
I mean just because an ogre has more Hit Dice or a higher starting ECL doesn't mean it has automatically been adventuring!
Personally I would keep the Medusa at ECL 7 but not give it PC wealth until it reaches 1st-level.
Well, in savage species they have rules for monsters gaining levels of monster classes, so you could start the medusa as a first level PC with 1hd of monsterous humanoid. Also, a ECL 12 medusa, if it started with no character wealth at ECL 7, would have wealth of 12 - wealth of 7, or about 88k- 19k for a PC, 69k gold, which is more than a level 11 character. I think it's easier to assume that the character has character wealth at all levels, using the advancement ideas from savage species that alow you to play monsters at first level.
Upper_Krust said:
Indeed Commoner should be 1/4.
That was one of the changes already implemented - just not yet updated.
Ah good, wish I had known that, was alot of work trying to figure out where they belonged =P
Upper_Krust said:
It would indeed be interesting to see their findings in Savage Species.
Personally I was thinking +1/4 for Wizards to +1/2 for Fighters. The variable of course being part of the problem. I may settle for a +1/3 or +2/5 as you suggest? (with 2/5 being easier to rate).
See, once again, if the magic items equally favored both spell caster and warrior, then we'd not have this problem. Note to self, finish alternate item rules.
Eldorian Antar