ciaran00 said:*waits anxiously for v4*
*paces*
kreynolds said:
kreynolds said:I'm just wondering how close I am to your numbers.
+0.35/point per round
So...how close am I?
kreynolds said:Here's something I've been curious about. There doesn't seem to be that much of a disparity between some of your ECLs (when reduced by a third) and WotC ECLs, but there is a big one with Natural Armor. You rate it at +0.1/point of natural armor, while WotC effectively rates it at +0.2/point of natural armor.
kreynolds said:So, I guess I have three questions.
1) Do you still rate it at +0.1/point?
kreynolds said:3) If you didn't raise it, why do you think WotC rates it so high? Is it just a case of them being ultra-conservative?
kreynolds said:I ask because most of your CR modifiers convert rather well to WotC ECL modifiers. There are exceptions, however, like fast healing. In those cases, I rate it the best I can. Natural Armor seems to be one of those exceptions, as there is a huge difference between how the two of you rate it.
Upper_Krust said:Fast Healing (and indeed Regeneration) are tricky buggers.
Upper_Krust said:At the moment I actually have both (pencilled in) at +0.1/point.
So essentially we are asking is Fast Healing 10 equal to DR 5/-.
Thats pretty tricky.
DR applies to all attacks in a round whereas Fast Healing only applies once. However it is internal rather than external in that it works even after the battle. You have to assume though that most characters will have access to healing magic anyway, though not necessarily DR.
If we extend the ability and ask: Is Fast Healing 50 equal to DR 25/-?
So I am fairly happy with the current +0.1/point rating - of course the ability should probably not fall into the hands of players until epic (or at least high 13+) levels.
Upper_Krust said:Another tricky one.![]()
I actually still have it (again pencilled in) at +0.1/point, yes. But I am not yet 100% sure thats right.
What you have to ask: Is +10 Natural Armour equal to DR 5/-?
I think the answer there is maybe.![]()
Upper_Krust said:Natural Armour is not something I really advocate boosting if you can avoid it - unless you have a practical reason. I mean its 'natural', y'know.![]()
Upper_Krust said:I think in their case its better to err on the side of caution.
Upper_Krust said:There is evidence to support +0.1 AND +0.2. I would say that increasing Natural Armour 'unnaturally' is probably +0.2 whereas increasing it 'naturally' is +0.1.
Take your time, UK... I understand how house rules can seem eventually like a chore. I have been dragging my feet on my own house rules for a long while...All of the mechanics are more or less finished though some of the text hasn't been - and I still don't have the entire list of monsters (from MM 3.5 and ELH*) done yet, that latter aspect really feels like a chore to be honest and thats why I have probably been dragging my heels on Version 4.
kreynolds said:You ain't kiddin'!
kreynolds said:It's definately very useful to PCs, I have to admit that now, though the impact upon the game isn't as bad as I thought it would be. I also agree that fast healing probably shouldn't be available except to mid-level and higher characters.
kreynolds said:Here's how I came up with my numbers for fast healing, if you're interested. WotC says fast healing up to 3 is +1 LA. So, as you've probably guessed, I just divided 1 by 3 to determine what it would be per point. I'm thinking that my numbers are too high, which is the primary reason why I posted them and asked you about it.
kreynolds said:The new numbers I had been kicking around were +0.15/point or +0.2/point. But, like you pointed out, there's a disparity between fast healing inside and outside of combat.
Fast Healing 3 inside of combat is a really poor version of DR, essentially. Thus its impact upon the EL of an encounter is actually rather minimal. However, _outside_ of combat, its a whole different ballgame, and its impact upon the rest of the game world can be tremendous.
Its a tough call. For combat, I certainly don't see how fast healing could possibly be worth more than +0.1/point, but outside of combat...I mean, how do you handle something like that?
I don't want to increase the ECL/LA of fast healing simply to account for noncombat situations, as that would unfairly boost character's ECL, inaccurately representing their power. I also don't want to ignore its usefulness outside of combat, but nor do I want to keep track of two separate ECLs/LAs (combat/noncombat).
kreynolds said:Now, like you said, at high levels, characters generally have good access to healing anyway, and since fast healing can be shared among the party members, there's very little impact there.
kreynolds said:I suppose the higher level you get, the less you have to worry about it. One of the games I'm running just hit epic, and one of the characters had Fast Healing 1. Aside from her healing between fights, there was absolutely no impact upon combat itself. It didn't make her tougher during a fight. I didn't make her more deadly. It didn't do anything at all. Effectively, she simply had Ultimate Damage Resistance 1. As such, I didn't even bother rating her fast healing higher than what is suggested in v3 of your Doc.
kreynolds said:It's weird. I guess the problem I have with my numbers, and WotC's numbers, is that they are only that high to account for noncombat situations.
kreynolds said:So do I, which is why I currently have been thinking of rating it at +0.125/point or +0.15/point. But if I rate it at +0.15/point, that mucks up the rating of Deflection, and deflection is certainly far better than natural armor. I don't think that deflection necessarily warrants an increase either. I think it sits well at about +0.15/point (though I could understand +0.175/point).
kreynolds said:Sounds a little "situational", don't ya' think?![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.