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<blockquote data-quote="Upper_Krust" data-source="post: 266771" data-attributes="member: 326"><p>Hello 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>To me a Monsters ECL is equal to how many character class levels its roughly balanced against.</p><p></p><p>By contrast CR is used to determine the level of challenge a situation/monsters (etc.) represents. Hopefully with the focus on CR 'X+4' = x4 CR 'x' </p><p></p><p> </p><p></p><p>Yes I know what you mean and I agree. But remember I said that you won't have a problem as long as a CR isn't wildly innaccurate!</p><p></p><p>Equally I said that such a difference will have negligable effect on my rules the higher you ascend!</p><p></p><p>An ECL difference of 1 or 2 could prove a deciding factor in a very low level game, but dealing with Epic Levels (as my system does) its not going to be a pertinent factor. In fact thats the whole crux of my system - I'm trying to show that the higher you ascend the less ECL plays a factor in determining CR. </p><p></p><p> </p><p></p><p>No. What it represents is a far more legitamate threat range than the current mechanic where a character supposedly can't be defeated by one 9 levels lower, nor defeat one 9 levels higher - I already proved this was incorrect - remember the Zeus test!?</p><p></p><p> </p><p></p><p>The ratio of success/defeat should be approximately the same.</p><p></p><p>A 50/50 contest with x4 60th-level characters would require x64 34th-level characters.</p><p></p><p>A 50/50 contest with x4 20th-level characters would require x64 Vrocks.</p><p></p><p></p><p></p><p>What you are failing to address is the preponderance of instant kill/victory - items; spells; feats and abilities that dominate Epic Level gaming. Additionally you have the decrease in the percentage of hit point improvement. Capping of base attacks. etc.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 266771, member: 326"] Hello mate! :) To me a Monsters ECL is equal to how many character class levels its roughly balanced against. By contrast CR is used to determine the level of challenge a situation/monsters (etc.) represents. Hopefully with the focus on CR 'X+4' = x4 CR 'x' Yes I know what you mean and I agree. But remember I said that you won't have a problem as long as a CR isn't wildly innaccurate! Equally I said that such a difference will have negligable effect on my rules the higher you ascend! An ECL difference of 1 or 2 could prove a deciding factor in a very low level game, but dealing with Epic Levels (as my system does) its not going to be a pertinent factor. In fact thats the whole crux of my system - I'm trying to show that the higher you ascend the less ECL plays a factor in determining CR. No. What it represents is a far more legitamate threat range than the current mechanic where a character supposedly can't be defeated by one 9 levels lower, nor defeat one 9 levels higher - I already proved this was incorrect - remember the Zeus test!? The ratio of success/defeat should be approximately the same. A 50/50 contest with x4 60th-level characters would require x64 34th-level characters. A 50/50 contest with x4 20th-level characters would require x64 Vrocks. What you are failing to address is the preponderance of instant kill/victory - items; spells; feats and abilities that dominate Epic Level gaming. Additionally you have the decrease in the percentage of hit point improvement. Capping of base attacks. etc. [/QUOTE]
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