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<blockquote data-quote="Sword of Spirit" data-source="post: 6209918" data-attributes="member: 6677017"><p>Sorry if that post sounded snarky.</p><p></p><p>I've actually run a high-level monster character 3e campaign and it worked well. I used the basic concepts of ECL, but I used my own system to set them, which almost always gave monsters lower ECLs than RAW. Once I had the system for character level equivalency it wasn't much different from normal multiclassing.</p><p></p><p>We were somewhere in the teens, and that allowed juvenile (bordering on young adult) bronze and silver dragons in my algorithm, and we had one of each. We also had a half-celestial doppelganger, a sirine werepanther (technicaly fey can't become lycanthropes, but I invoked a magical exception to allow the character), and a half-illithid githzerai psion with a hat of disguise. They could walk around looking like humanoids until they needed t reveal themselves. It was great fun. Some characters had larger combat presences than others, but everyone had things that they did that no one else could. Defining which characters were more or less powerful would be difficult on the basis of the vast differences between them. In my opinion, that's a virtue of playing extreme monstrous races--everyone has their own tricks.</p><p></p><p>So really, all I'm saying is that if I can fix the mess they made of level adjustments in 3e and educe it to a 3 or 4 step process to set equivalent character level from a stat block, they can come up with a system like that and devote a few paragraphs and a number in the monster entries or a table in the back of the MM to give us such numbers. Or better yet, design the game so that it keys off of numbers that are already there. I think it would work well to adjust the listed level for the monsters so that they function equally well as a character level. Then they wouldn't even need to devote any extra ink to it.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6209918, member: 6677017"] Sorry if that post sounded snarky. I've actually run a high-level monster character 3e campaign and it worked well. I used the basic concepts of ECL, but I used my own system to set them, which almost always gave monsters lower ECLs than RAW. Once I had the system for character level equivalency it wasn't much different from normal multiclassing. We were somewhere in the teens, and that allowed juvenile (bordering on young adult) bronze and silver dragons in my algorithm, and we had one of each. We also had a half-celestial doppelganger, a sirine werepanther (technicaly fey can't become lycanthropes, but I invoked a magical exception to allow the character), and a half-illithid githzerai psion with a hat of disguise. They could walk around looking like humanoids until they needed t reveal themselves. It was great fun. Some characters had larger combat presences than others, but everyone had things that they did that no one else could. Defining which characters were more or less powerful would be difficult on the basis of the vast differences between them. In my opinion, that's a virtue of playing extreme monstrous races--everyone has their own tricks. So really, all I'm saying is that if I can fix the mess they made of level adjustments in 3e and educe it to a 3 or 4 step process to set equivalent character level from a stat block, they can come up with a system like that and devote a few paragraphs and a number in the monster entries or a table in the back of the MM to give us such numbers. Or better yet, design the game so that it keys off of numbers that are already there. I think it would work well to adjust the listed level for the monsters so that they function equally well as a character level. Then they wouldn't even need to devote any extra ink to it. [/QUOTE]
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