IanB said:
???
Aren't the ECL rules basically just a clarification of the DMG rules?
Hehe. Where should I start? OK, the two biggest differences...
1) DMG, page 24. The old system had starting equipment based on actual class levels only. So, a minotaur with 2 fighter levels would start with 900 gp in equipment. Now, the rules for ECL base it on actual ECL. That then gives him the starting gold of a 12th level PC (2 class levels + 10 ECL = 88,000 gp). Big difference.
2) DMG, same page. Starting XP was originally based solely on HD. So a 1st-level ogre fighter would start at 4,000 XP (and he is 4th level because he has 4 HD: 3 from ogre, 1 from fighter). Yet, even the DMG lists ogre as +5 level equivelant. So the ogre (if this were an ECL system) should start as a 6th-level XP. So instead of needing 4,000 XP to advance his "first" level (to 2nd), he now needs 6,000. Half again as much. Of course, the current ogre ECL may have changed, this is just based on the DMG number (of +5).
Anyway, as you can see, the two systems are nothing alike.
And don't even get me started on the "less than 10 ability score charts". Sheesh. What's the deal there? Why don't DMs require half-orcs to roll on that chart (as is recommended in the chart's description)? Because it's silly. They should have just applied the standard penalty mods and moved on. If an average Strength for a race is 6, then they should just take a -4 to the stat. Why the sliding scale? I mean, I'm sure there are nice little, subtle mathematical neatnesses going on under the surface, but I don't think it's necessary, IMO. Not when the reverse isn't used. Why not a sliding scale for high stats? There's more tendency to abuse stat bonuses than penalties. What's worse, a minotaur PC puting an 18 in Strength (giving him a 26), or dropping a 5 into Intelligence and saving a point (due to the minimum 3 rules)? Exactly.