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Immortal's Handbook continuation thread
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<blockquote data-quote="Upper_Krust" data-source="post: 706520" data-attributes="member: 326"><p>Hiya mate! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p></p><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>I admit that I should probably change ability scores to Total minus 63 (as a number of people have indirectly suggested).</p><p></p><p>Though it is much simpler keeping it all bonuses/penalties.</p><p></p><p> </p><p></p><p>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).</p><p></p><p>Its a tricky one to be sure.</p><p></p><p></p><p></p><p>Wouldn't that be +0.9?</p><p></p><p></p><p></p><p>The top rated class/type may depend on what relationship wealth has.</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p></p><p></p><p>Probably too pedantic as you suggest.</p><p></p><p></p><p></p><p>Other than Non-living monsters (Elementals; Outsiders; Undead etc.) I don't see how they could naturally raise their Hit Dice except from growth.</p><p></p><p></p><p></p><p>If we utilise the 10.5 average okay.</p><p></p><p></p><p></p><p>I'm still outlining this revision.</p><p></p><p>Total Poison Effect (add initial and secondary damage) divided by 10</p><p></p><p>eg. Medusa 1d6 + 2d6 = 3d6 (average 11) = +1.1</p><p></p><p>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.</p><p></p><p></p><p></p><p>Actually I think I have found an easier way.</p><p></p><p>Spell-level effect divided by 10.</p><p></p><p>Doubled for a Gaze Weapon of course.</p><p></p><p>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</p><p></p><p>eg. Bodaks Gaze = 9th = 0.9 x2 Gaze = 1.8 + 0.5 for Create Spawn = +2.3</p><p></p><p></p><p></p><p>Total 7 exactly by my above suggestions.</p><p></p><p></p><p></p><p>Should Monsters gain PC wealth for their initial CR though!? To be honest I am sceptical!</p><p></p><p>I mean just because an ogre has more Hit Dice or a higher starting ECL doesn't mean it has automatically been adventuring!</p><p></p><p>Personally I would keep the Medusa at ECL 7 but not give it PC wealth until it reaches 1st-level.</p><p></p><p></p><p></p><p>Indeed Commoner should be 1/4.</p><p></p><p>That was one of the changes already implemented - just not yet updated.</p><p></p><p></p><p></p><p>It would indeed be interesting to see their findings in Savage Species.</p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 706520, member: 326"] Hiya mate! :) :D 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. 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. Wouldn't that be +0.9? The top rated class/type may depend on what relationship wealth has. 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. Other than Non-living monsters (Elementals; Outsiders; Undead etc.) I don't see how they could naturally raise their Hit Dice except from growth. If we utilise the 10.5 average okay. 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. 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 Total 7 exactly by my above suggestions. 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. Indeed Commoner should be 1/4. That was one of the changes already implemented - just not yet updated. 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). [/QUOTE]
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