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Immortal's Handbook continuation thread
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<blockquote data-quote="Anubis" data-source="post: 683116" data-attributes="member: 2358"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>In other words, to the nearest whole. Got it. Sounds good.</p><p></p><p></p><p></p><p>Isn't the XP and/or money cost more than enough to pay for those ability scores? Why tax things even further?</p><p></p><p></p><p></p><p>It's in the example with the gelugons, pit fiends, and red dragon. Turns out as EL 24.75 or something like that. It says to give XP based on the overall EL.</p><p></p><p></p><p></p><p>What I'm saying is that you should keep all current definitions the same. Your EL is different than their EL. In the core rules, EL does NOT determine XP, it determines overall challenge. CR represents the level a party of four would need to defeat one such monster. You have an extra something in there to calculate XP directly that never was defined in the core rules, so give it your own definition!</p><p></p><p></p><p></p><p>I don't feel like looking it up. Either way, it was weak compared to the rest.</p><p></p><p></p><p></p><p>Something like that.</p><p></p><p></p><p></p><p>That's what I said. I didn't add fractions to the CR for HD, though. It comes out the same either way, 2.7 (rounded to 3) without the fraction for HD, 3.03 (rounded to 3) with adding the fraction. So should those HD fractions be counted?</p><p></p><p>Also, I still protest your NPC class ratings. I still say I had a good idea before. I did send that to you, I believe. After the first few levels, Warriors get +1/2, Commoners get 1/4, and the rest get 1/3. Playtesting supports this.</p><p></p><p></p><p></p><p>Ogres, by the rules, get Str +10, Dex -2, Con +4, Int -4, Cha -4. Remember, to find the bonus for high ability scores, subtract 10 from an even number or 11 from an odd number to get the modifier for monsters with classes. There is a table for penalties for things with low scores, but the subtract 10 from an even number and subtract 11 from an odd number works the same and gives the same results for the most part.</p><p></p><p>For the ECL, simply take the ability score modifiers and use your formula.</p><p></p><p>Ability Scores: +4 total, +0.4 ECL</p><p>HD: 4 Giant, +1.33 ECL</p><p>Natural Armor: +5, +0.5 ECL</p><p>Size: Large, +0.5 ECL</p><p>Total: +2.73 ECL (rounded to +3 ECL)</p><p></p><p></p><p></p><p>Don't make me beg!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Anubis, post: 683116, member: 2358"] :D In other words, to the nearest whole. Got it. Sounds good. Isn't the XP and/or money cost more than enough to pay for those ability scores? Why tax things even further? It's in the example with the gelugons, pit fiends, and red dragon. Turns out as EL 24.75 or something like that. It says to give XP based on the overall EL. What I'm saying is that you should keep all current definitions the same. Your EL is different than their EL. In the core rules, EL does NOT determine XP, it determines overall challenge. CR represents the level a party of four would need to defeat one such monster. You have an extra something in there to calculate XP directly that never was defined in the core rules, so give it your own definition! I don't feel like looking it up. Either way, it was weak compared to the rest. Something like that. That's what I said. I didn't add fractions to the CR for HD, though. It comes out the same either way, 2.7 (rounded to 3) without the fraction for HD, 3.03 (rounded to 3) with adding the fraction. So should those HD fractions be counted? Also, I still protest your NPC class ratings. I still say I had a good idea before. I did send that to you, I believe. After the first few levels, Warriors get +1/2, Commoners get 1/4, and the rest get 1/3. Playtesting supports this. Ogres, by the rules, get Str +10, Dex -2, Con +4, Int -4, Cha -4. Remember, to find the bonus for high ability scores, subtract 10 from an even number or 11 from an odd number to get the modifier for monsters with classes. There is a table for penalties for things with low scores, but the subtract 10 from an even number and subtract 11 from an odd number works the same and gives the same results for the most part. For the ECL, simply take the ability score modifiers and use your formula. Ability Scores: +4 total, +0.4 ECL HD: 4 Giant, +1.33 ECL Natural Armor: +5, +0.5 ECL Size: Large, +0.5 ECL Total: +2.73 ECL (rounded to +3 ECL) Don't make me beg!:p [/QUOTE]
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