LA Revised

Way too friggin' long... O_O

Why? Says who? What 'extra power'. We've already covered your half-ogre example and I'd take a 3rd level fighter over your 1hd half-ogre anytime--or a 3rd level rogue, or wizard, or ranger, or cleric, or monk.... You're inflating the 'advantages' of your half-ogre. And, at 10th, 15th and especially, 20th, those racial 'advantages' don't mean too much, if anything at all!
Did you even pay any attention to the analysis? Even though 3.5 kind of gimped half-ogres by increasing their LA from +1 to +2, they're still more than worth a +1 LA. That half-ogre will kill CR 3 opponents easily in one or two rounds, and won't be as eaisly stricken as a 3rd-level human with a shield. His fewer HP will be less significant as he goes up in level, too, since his higher Constitution will earn back those lost HP over time. He has greater reach (which DOES matter).

The half-dragon in my Monday game is easily on-par with the dwarven defender and lizardfolk fighter in the group (though the lizardman uses T13K lizardman stats, so only +1 LA and no racial HD, but slightly fewer racial benefits). Sure he has slightly fewer HP, but his offense is on-par, his skills are roughly on-par thanks to his high ability scores including Intelligence, and his AC is at least as good as everyone else's if not better.
No its not. His +6 to Str is mitigated by his -2 to Int and Cha, making it a net +4 bonus (since the DMG seems to think 2 pts of Str is worth 4 points from two other abilities). And the overall bonus to hit (+2 extra) is further mitigated by his -1 to hit because of his size, giving him a net bonus to attack equal to +1. That's not worth a level. And the extra 2 pts to damage from Str is easily the difference between a good damage die roll and a bad one. Hardly worth a level.
What is the half-ogre losing from -2 Int and Cha? Was the party's fighter or barbarian going to smooth-talk people with his +0 Charisma modifier and lack of Diplomacy/Bluff ranks any more thant he half-ogre is going to with his -1 Charisma modifier? Sure, he loses a tiny bit of non-combat flexibility from the lower Intelligence, but not much. For most intents and purposes the half-ogre doesn't give up much for his Strength until you factor in the Level Adjustment that makes up for it.

The half-ogre's Large size more than makes up for its own minor drawbacks. He deals better damage with a larger weapon, he gets 5 feet greater reach, and he gets +4 to grapples and certain other checks. What the heck would 1 extra level of Fighter give him? +1 to hit, another feat, a pitiful number of skill points, and a few hit points? His Constitution and Strength more than make up for what he'd get from that extra level.
And his net +3 natural armor. (+4 bonus, mitigated by his -1 to AC for size). Yeah, sure, its ok at lower levels but its basically the same difference as having a +1 shield, which half-ogres generally don't do so they can use two handed weapons and take advantage of their 'great' strength. At mid to high levels, this advantage can easily be duplicated by magic items and spells and even feats, plus it is a defense that is basically ignored by quite a few spells and powers (Ray of Enfeeblement, Eldritch Blast, etc.). Again, neat 'trick' but hardly worth a level or two.

Darkvision? Who gives a flip? Spells can easily duplicate, magic items too, and it can be made permanent! Definitely not even worth half a level!
Magic items cost money/shares of loot, and take up item slots. Anything the human spends on such things to merely match the half-orge is money or loot that the half-ogre is using to either surpass the human again or to expand his capabilities through utility or mobility magic items that the human can't afford at the same time. Spells take time and slots to put into effect, don't last all the time, and can be dispelled. Just because the party's mage can waste a few rounds buffing up his human ally to match a half-ogre doesn't mean the half-ogre's traits are worthless. Were the mage to cast those spells on his half-ogre comrade, the half-ogre would become even more awesomely powerful, yet he doesn't have to bother, since the half-ogre is naturally as powerful as a magically-buffed-up human all the time. The mage can use those spell slots for other things. This is especially important at low levels, but it still helps at upper levels.

What's the human fighter going to do better at avoiding rays and eldritch blasts and whatnot than the half-ogre? Nothing, that's what. Your point on the "limited" use of natural armor is moot. It's extra AC the half-ogre gets and the human does not, plus it opens up Improved Natural Armor as a feat option for the half-ogre.
Absolutely there is! For one thing, racial advantages do not scale with level while the power gained from level increases at an increasing rate (a level 10 wizard is better than a level 5 wizard/level 5 anything else). By 10th level or so, racial advantages are a convenience and nothing more. By 15th and on, they are very nearly irrelevant and for anyone with an LA greater than 0, they are a liability! Even the highest LA creature (lets say +5) at 15th level is not going to be able to stand with or against ANY level 20 character.
Your argument is flawed when it comes to non-spellcasters. The half-ogre's Strength and bigger weapons make up for any minor attack/damage bonuses a human of 1 or 2 class levels higher would get from BAB and feats. And you assume that LA just generally belongs to races with no Constitution, Strength, or Dexterity bonuses that would balance out or nearly balance out any lost HP or attack bonus from levels (or lost skill points, for races with a high Intelligence racial adjustment and other high ability scores). Sure, spellcasting characters give up more from an LA, but that's more of a problem with the spellcasting rules and the lack of sufficient spellcasting-related benefits among LA+X races. And again, WotC's rabid focus on intentionally making most LA+X races underpowered for their LA (somehow, grey elves and a few others, like whisper gnomes, slipped under WotC's radar). It sucks that WotC took such a stance, but that's what houserule tweaking is for, right?
An 18th level drow wizard (CR 20) is going to get his ass handed to him by a 20th level human wizard. The Drow's SR might give him a 50/50 defense from a Power Word Kill, but not whatever comes out of a Gate or Summon Monster IX spell (that he can do 2 more times than the Drow!).
Maybe you missed my comment earlier that I actually agreed with you that Drow deserve a lower Level Adjustment, just not for the lower-middle levels where their SR and such is reasonably fair for a +2 LA when combined with their other racial benefits. Yes, the drow takes a bit of an excessive penalty for his 20 to 30% chance of avoiding an equal-ECL enemy's spell, but that 20 to 30% could very well save his ass long enough for him to take out the other guy. It's not worthless, but it's certainly nice to have in the one-third to one-fifth of all encounters where it'll save him from something the human would've succumbed to. The drow is slightly, but not seriously, disadvantaged at upper levels from that second point of LA.

And how do you figure the drow will get his ass handed to him? Assuming he took Improved Initiative as he was likely to, along with the Human Wizard, the drow will almost certainly have a slightly higher Initiative modifier from his Dexterity, so it could very well be the Drow that wins initiative and hands the Human Wizard his ass with a Time Stop. He doens't need to cast 1 or 2 more Time Stops in the same day, at least not for that purpose. And while the human spends more money on magic items to boost his Intelligence (Tomes of Clear Thought are kinda expensive!), the Drow Wizard could have spent that money on magic items that let him prepare or recover more spell slots, or ones that grant him greater defenses.

The Drow will also have higher Charisma for dealing with outsiders he Calls or Binds with a spell, and a higher Leadership score if taking the Leadership feat, and his higher Intelligence will slightly reduce his chances of negative consequences from a Contact Other Planes spell. Granted, these aren't significant differences, but there's still no reason the human wizard would trounce the drow wizard (especially since, in a dungeon environment or a night-time raid, the drow will naturally see twice as far as the human and thus much more easily spot him first, especially with his elven skill bonuses, most likely giving the drow an extra round to Time Stop and kick the human's ass before the human even realizes what's up; and even in daytime, his elven spot bonus exceeds the penalty he takes in bright light).
Your Half-Ogre 18th level fighter would get the same treatment from a human or dwarf 20th level fighter because they would have the extra feat(s), extra HD, and extra BAB (further reducing the effectiveness of the natural armor bonus of the Half-Ogre) which could be traded for damage via power attack (making them on par with the H-Os extra damage from Str), or AC (close to the same as the H-Os AC bonus).
Say what? The half-ogre gets 18 more HP by 18th-level than the human. Even assuming you made Constitution your second-highest stat with the human, and had an Amulet of Health +6 (as opposied to an Amulet of Natural Armor or something), the human would, on average, get 23 HP from those 2 extra levels of Fighter (assuming a base Con of 16 for the human, 22 after amulet, and an 18/24 for the half-ogre). The half-ogre is a measely 5 HP behind. In a few levels he won't even be that far behind. The half-ogre's +6 Strength and -1 size penalty to hit give him a net +2 to hit over the human, which balances out the +2 BAB the human got instead.

The half-ogre's greatsword deals 1d6 more damage than the human's. Assuming both maxed out their Strength, the human has 34 (18 base, +6 Belt, +5 Manual, +5 levels) while the half-ogre has 39 (24 base, +6 Belt, +5 Manual, +4 levels); sure, in that case the half-ogre nets only a +1 higher attack bonus instead of +2, due to the 20th-level increase of the human. But the half-ogre deals 3d6+21 damage compared to the human's 2d6+18, before factoring in Weapon Specialization etc. (which both would have anyway). Full power attacking still leaves the half-ogre marginally better in damage, but so what? He's got a higher attack bonus, more damage output, and more AC, with a tiny pittance less HP. But he also has greater reach and better grapple, bull rush, and trip modifiers. It works out fairly evenly.

Don't bother comparing a sword-and-board PC to a greatsword-wielder as some kind of argument against one race or another. A half-ogre greatsword-wielder will do more damage and have more AC than a human greatsword-wielder, as will a half-ogre sword-and-boarder compared to a human sword-and-boarder. The half-ogre may be marginally less optimal as a sword-and-boarder, perhaps, but remains advantageous.

Overall, with other, minor factors involved, the half-ogre is, at worst, just marginally less useful than the human at high levels, but he's definitely better at low levels. There are few magic items and spell slots at low levels to make the human match up better to the half-ogre, so the half-ogre's natural advantages are more prominent then. And that extra 1d6+4 or so damage per hit, along with the extra +4 on grapples and such and +2 or so to-hit, really matters at lower to middle levels. But he's still worthwhile at upper levels.
There's just no way you can say that LA is worth it. Not at low levels, not at mid and DEFINITELY not at high levels.
You know, I'm starting to think you just theorize all of this without much play experience using, DMing for, or playing alongside characters using stuff like a Level Adjustment +X race, let alone any kind of decently optimized PC like that. I have been, and am still playing/DMing each week, with such PCs in the group since my very first 3E game (and with the equivalent sort of races in 2nd Edition, where it was handled differently). The first 3E game I DMed had a drow cleric in the party, alongside more standard PCs, and it wasn't long before I was playing alongside folks using lizardfolk and stuff, then half-ogres and half-dragons, etc.

I base my opinions as much as on direct play experience and DMing experience as from the numbers. Although a half-ogre's attack, damage, and AC bonuses don't matter quite as much at upper levels, they're still worth at least a +1 Level Adjustment when added together with their Large size benefits and reach. I've seen LA+1, 2, 3, and 4 PCs in play from low levels to upper levels. Even though WotC gave many races too little in exchange for their last point or two of Level Adjustment, there are still viable ones, and LA is not pointless nor worthless. Half-ogre PCs and others have still easily outperformed other PCs in the games I've been in. Not always, but they're certainly worthwhile to play and effective in a group.

What you say about Drow isn't right either. They do start off with a drawback, their light sensitivity. But their SR never becomes more important. It scales, meaning at 1st level, its the same benefit against 1st level casters that it is at 20th against 20th level casters. It never becomes more important, in fact, it becomes less important in the face of increasingly powerful spellcasters who have a greater variety of spells that can bypass or neutralize SR. Their SR only protects them against a very specific incident (spells cast at them in combat), it doesn't protect them from a rogue's sneak attack or a fighter's full round of attacks. +2 Int/Cha, so what? 1 extra skill point per level, maybe 1 extra spell or so, +1 DC to spell saves. That's not worth a level. And Cha is useless to a wizard and except for Clerics Turning/Rebuking and maybe one or two other things, Cha is useless to them too; +1 to their social skills that they don't have points to put ranks into. So what? Darkvision--see above. +2 to Will saves. Big deal. That's mitigated by Spell Focus and other spells/magic items. Minor spells? If a high level Drow has to use his innate spells, he's already got one foot in the grave!
You can very easily blame the lower usefulness of SR on 3.5. That's where so many spells from 3.0 got changed to ignore SR and so many new spells were made to ignore or reduce SR significantly.

Nonetheless, you're downplaying the usefulness of SR (just as you overstated the limited nature of natural armor earlier, claiming it was unimportant because it didn't work against rays; I assure you, natural armor very much matters. Many a PC in my games has easily thwarted my NPC rogues' sneak attacks and such simply through a massive armor/shield/natural armor AC that made the rogues miss despite their bluffing, surprise, invisibility, or flanking). Spell Resistance is useful but I never claimed it was freaking awesome and uber.

You're just ignoring everything as something that can be duplicated one way or another, though; yet that takes up feat slots and spell slots and lots of gold pieces and item slots over time. That's not inconsequential, it's an opportunity cost. Just because a human PC can fork over a chunk of his loot, feats, and some of his comrades' spell slots to match the drow PC in some ways doesn't mean he isn't paying a price, just a different one. Plus the drow's Darkvision is better than almost anyone else's. Anyway, I've already made it clear that I agree a Drow isn't worth their +2 Level Adjustment, I just think they're worth a +1 instead.

Actually, a 17th caster with GSP, needs only a 7 or higher on that check for their spell to get through--that's a 70% chance of success. Any Drow wizard that counts on 30% SR is going to die a fast death. Especially when a spell that can strip SR reduces that 30% to 10% or less! SR isn't even an asset in that situation--you definitely can't count on it and if you do, you're done (70% of the time).
Again, blame 3.5's stupid design practices with poor oversight. Greater Spell Penetration was a supplemental option in 3.0, anyway, where it was much easier for a DM to just veto its use in a game (with less player argument) because it came from a splatbook and thus wasn't as well-vetted as a core rule. Assay Resistance and whatnot didn't even exist then.

WotC was toying around with stuff during 3.5's development to prepare for their next necessary major rules-revision, for when Hasbro would next insist they needed to be more profitable again, just as 3.5 got shoved out sooner than expected because they needed to boost lagging sales (probably from that reduced quality in the splatbooks). And thus did WotC devote insufficient attention to their main 3.5 line. While it did give us such different and new ideas like the Sublime Way, Incarnum, and so on, along with stuff like Binders, Truenamers, Shadowcasters, and such, it also resulted in less effort and less playtesting for everything. 3.5 was more 'testing the waters' than it was a refining of 3.0.

The 2 level difference you're poo-pooing, is a BIG difference. At low levels, its the difference between surviving a True Strike-Melf's Acid Arrow combination (no SR, no save, misses the Drow mage with 3hp on a 1) or snaring him in a Web (no SR) and then igniting the web for 2d4 damage by dropping your torch on it. At the upper end for casters, its difference is having 1 less 7th and 8th level, and two 9th level spells. BIG difference there!

And for the non-casters, its a difference of a slew of skills, hp, bab, special abilities, etc. Major, major differences for convenient (at best, insignificant at worst) racial abilities.
Poo-pooing? You seem to be insisting that I WASN'T giving detailed opinions and stats, that I was just ignoring the facts and your remarks as inconsequential. Which I most certainly was not.

The drow is more likely to win initiative and more likely to successfully put his enemy to Sleep first. And that's what TEAMMATES are for, anyway. Even if the drow gets hit with an acid arrow, the party cleric can cast Resist Acid on him and then Cure Light Wounds on him, while the party's fighter and rogue shoot the enemy mage down. Do you think a human mage would've survived or evaded that Acid Arrow or Web any better? Of course not. Even though he'd be more likely to remain standing after the initial hit, he may very well drop from the repeat damage on the second round. And of course, since the drow is more likely to win initiative, he might just drop the enemy mage before or after that enemy has cast True Strike, before the Acid Arrow even gets started casting.

That line of argument is fairly moot. And in a dungeon environment, the drow wizard is going to notice enemies sooner and either take them out or retreat well behind the party's warriors before the enemy starts shooting or zapping him. During the day, the drow has a measely -1 penalty, big deal. His racial Spot bonus is better than that. And what's -1 matter if he casts a ray or melee touch attack spell? Not much, especially since the drow has higher Dexterity than a human, so his rays will be just as accurate in the daytime as a human's, and more accurate in the dark.

For upper levels, I already mentioned that they should have a +1 LA instead of +2, and you ignore magic items in the equation, as magic items might make up the lost spell slots with cash that the human might've spent on higher Intelligence and stuff instead. And yes, drow non-spellcasters don't have much reason to be drow from a PC point of view, which is one of the flaws in racial design in 3rd Edition from Wizards of the Coast. We houserulers can fix that, though, in our games. It's not Level Adjustments that make that problem, but rather the racial designs and the multiclass rules combined with the handling of spellcasting.

When I eventually get my Final Fantasy d20 rules posted in this forum at some point (I have the spellcasting, classes, feats, races, etc. outlined and many parts complete, such as limit breaks, fate points, and spellcasting), you'll see how I handle multiclass/LA+X/racial-HD-mixing spellcasters. At least for that game......I'm always tinkering, so I use different houserules for each of my D&D/D20 settings and such. And at some point I'll update my Aurelia thread with my multiclass/nonstandard-race rules (I already have my revised favored classes rule there).

And anyway, as I already said, I know that spellcasting with multiclass or +LA characters is kind of broken/underpowered in the RAW, and that deserves some houseruling. But again, it does not make LA invalid or worthless or excessive. It just means that the spellcasting rules could use a bit of a houserule to fix that problem.
 

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Well, a simple fix, if you don't mind that it favors those few races that were given a very fair Level Adjustment (or too little of one....), would be to count Level Adjustments towards character level for purposes of feats, ability increases, maximum skill ranks, effective Hit Dice/Level (for things like vulnerability to Sleep spells, qualifying for feats/epic-level stuff, etc.), and effective caster/manifester level (though probably not for purposes of highest-level spell/power available, spell slots/power points, and number of spells/powers known; but maybe one of those factors if you like, though I think it would probably be too much if given for those purposes).

Ergo, a drow rogue 2 has the same number of feats as a high elf rogue 4, and could have the same total Hide/Move Silently/etc. modifiers (though he'd have fewer skill points to work with), and gets the same +1 to Dexterity or whatever he wants at 4th-level.

A half-ogre barbarian 4 has the same number of feats and ability increases as a half-orc barbarian 6, but no Improved Uncanny Dodge yet, no second point of Trap Sense yet, slightly lower BAB and saves and HP, but the advantages of the Half-Ogre's higher Strength, Constitution, natural armor, and such as well as his Large size.

An aranea sorcerer 3 (with 3 racial HD that give them 3rd-level sorcerer spellcasting naturally, so 6th-level sorcerer for most purposes, but their spells are as effective as a 10th-level sorcerers in this houserule) has the same effective caster level as a high elf sorcerer 9, dealing the same amount of damage with a Lightning Bolt and having the same duration with a Charm Person spell and such, the same number of Spell Focus and Greater Spell Focus feats etc., the same number of Charisma increases, and the advantages of being an aranea (several racial ability score boosts, including Charisma, some limited shapechanging, and so on), but has no 4th or 5th level spells yet and perhaps slightly fewer HP despite their much-higher Constitution as an aranea rather than an elf.

It may not be perfect, but it's a simple solution that maintains most of the parity between +LA and non-LA races.
 

Well, a simple fix, if you don't mind that it favors those few races that were given a very fair Level Adjustment (or too little of one....), would be to count Level Adjustments towards character level for purposes of feats, ability increases, maximum skill ranks, effective Hit Dice/Level (for things like vulnerability to Sleep spells, qualifying for feats/epic-level stuff, etc.), and effective caster/manifester level (though probably not for purposes of highest-level spell/power available, spell slots/power points, and number of spells/powers known; but maybe one of those factors if you like, though I think it would probably be too much if given for those purposes).

Ergo, a drow rogue 2 has the same number of feats as a high elf rogue 4, and could have the same total Hide/Move Silently/etc. modifiers (though he'd have fewer skill points to work with), and gets the same +1 to Dexterity or whatever he wants at 4th-level.

That sounds like an interesting idea. It would be annoying to have to make guesswork as to what classes and levels each race matches up with, but it is definately possible.

------

Actually Arkhandus, you just gave me an idea for gradually eliminating a character's level adjustment. You know the ability score boosts and bonus feats that characters gain as they level? What if over time, a character could give up a number of feats and ability boosts that equals what he gained from his race. This would allow the 'normal' races such as humans to catch up to the power of the races with LA. Plus, this eliminates any worries about 'oh, a level 20 barbarian ogre is more powerful than a level 20 barbarian dwarf', because they *won't* be more powerful.

And if the players complain that they're losing bonus feats, well, that's what they get for choosing non standard races, lol. You can think of it as them having to spend those ability boosts and feats in order to count as a member of that race.

Of course, this only works well with races that don't have Racial hit dice, because they get some of those ability boosts those hit dice in a way. Hmmm. Plus, races with absurd ability boosts like an ogre would have to spend like 30 levels worth of ability boosts.

But anyway, let's try using the drow as an example. They get +2 Dex, +2 Int, +2 Cha, -2 Con. With the -2 from con, let's say that their total net ability boost is +5. We'll say that light blindness and darkvision negate eachother. They also get Immunity to sleep, spell resistance, a +2 will save bonus against spell like abilities, and a +2 racial bonus to 3 skills.

Now, let's compare this to, let's say, a standard high elf who gains +2 Dex, -2 con, Immunity to Sleep, low light vision, +2 save against enchantments, and a +2 racial bonus to 3 skills without getting any level adjustment. Overall, when you subtract everything, roughly the drow gets a +4 to ability scores and spell resistance. I'll count spell resistance as a single feat (though it is probably worth more).
So, over the course of leveling up, an elf would have to give up 4 ability boosts and 1 feat to gain the same abilities of a drow, so I would say a drow who gave all those up would eliminate his level adjustment.

Of course, the problem is that a elf might not pick those specific feats and ability boosts because they don't all directly help his character. Perhaps you could look at what classes he has, and see which of those abilities are actually helping him. If he's a fighter, Cha doesn't do anything, so cut the cost in half so he only has to give up 3 ability boosts

Another problem with this method is that, of course, it makes these races with level adjustments equal to the 'lesser races' at higher levels and will make powergamers cry. On the other hand, it makes everything completely even at higher levels.

Edit: After continuing to think on this, I guess this method really only works for creatures with LA of +2 or lower. A +3 LA or racial hit dice generally means the creatures have huge bonuses that would be difficult to even out with 'normal' races even with 20 levels of ability score boosts and several bonus feats being paid. I think this could be a way of evening things out with races with lower LA though such as tieflings and drow, or it could be a way of shaving off a little bit of the LA from the bigger races without fumbling with 'experience point payments' or anything like that.
 
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