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Revised CRs/ECLs - Thread #3
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<blockquote data-quote="Upper_Krust" data-source="post: 1155796" data-attributes="member: 326"><p>Hi Cergorach 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>Its neither the calculations nor the minute possibility of error*, but simply the amount of time invested in what I consider such a mundane task.</p><p></p><p>*for me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Pretty much, yes. Though there is still the 'Golden Rule'.</p><p></p><p></p><p></p><p>Sounds great.</p><p></p><p>Here are all the factors from v4:</p><p></p><p>List of Factors</p><p>0. Ability Scores (listed as factor ‘0’ because they do not always apply)</p><p>1. Attacks/Damage</p><p>2. Character Levels (and Prestige Classes)</p><p>3. Deflection</p><p>4. Equipment</p><p>5. Feats (Bonus)</p><p>6. Hit Dice</p><p>7. Integrated Spell Levels</p><p>8. Movement</p><p>9. Natural Armor</p><p>10. NPC Class Levels</p><p>11. Size</p><p>12. Skill Points (Bonus)</p><p>13. Special Abilities/Qualities</p><p> 13.01 Ability Score Loss</p><p> 13.02 Breath Weapons</p><p> 13.03 Create Spawn</p><p> 13.04 Damage Reduction</p><p> 13.05 Disease</p><p> 13.06 Energy Drain</p><p> 13.07 Energy Resistance</p><p> 13.08 Fast Healing</p><p> 13.09 Gaze Weapons</p><p> 13.10 Generic Abilities</p><p> 13.11 Immunities</p><p> 13.12 Insight/Luck/Profane/Sacred Bonuses</p><p> 13.13 Poison</p><p> 13.14 Ray Attacks</p><p> 13.15 Regeneration</p><p> 13.16 Spell-like Abilities</p><p> 13.17 Spell Resistance</p><p> 13.18 Summon</p><p> 13.19 Touch Attacks</p><p> 13.20 Turn Resistance</p><p> 13.21 Unusual Abilities</p><p> 13.22 Vulnerabilities</p><p>14. Templates</p><p>15. Traits (Type/Subtype/Race)</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 1155796, member: 326"] Hi Cergorach mate! :) Its neither the calculations nor the minute possibility of error*, but simply the amount of time invested in what I consider such a mundane task. *for me. ;) Pretty much, yes. Though there is still the 'Golden Rule'. Sounds great. Here are all the factors from v4: List of Factors 0. Ability Scores (listed as factor ‘0’ because they do not always apply) 1. Attacks/Damage 2. Character Levels (and Prestige Classes) 3. Deflection 4. Equipment 5. Feats (Bonus) 6. Hit Dice 7. Integrated Spell Levels 8. Movement 9. Natural Armor 10. NPC Class Levels 11. Size 12. Skill Points (Bonus) 13. Special Abilities/Qualities 13.01 Ability Score Loss 13.02 Breath Weapons 13.03 Create Spawn 13.04 Damage Reduction 13.05 Disease 13.06 Energy Drain 13.07 Energy Resistance 13.08 Fast Healing 13.09 Gaze Weapons 13.10 Generic Abilities 13.11 Immunities 13.12 Insight/Luck/Profane/Sacred Bonuses 13.13 Poison 13.14 Ray Attacks 13.15 Regeneration 13.16 Spell-like Abilities 13.17 Spell Resistance 13.18 Summon 13.19 Touch Attacks 13.20 Turn Resistance 13.21 Unusual Abilities 13.22 Vulnerabilities 14. Templates 15. Traits (Type/Subtype/Race) [/QUOTE]
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