Templates tend to suck?

About the ogre ...

As for equipment, starting gold is counted for ECL, not for level. So your lvl 5 Ogre would have the starting gold of a lvl 10 character.

Using Soldarin's ECL calculator, which looks to me like it was reverse engineered from the DMG level adjustments.
How else do you think you could build an ECL calculator ???? Trying to calculate the known ECL's with working functions is THE way to do it.

Magic armor does indeed resize to fit the wearer, but where does it say that it resizes a size cathegory ???? .... That it resizes at all just means that a dwarf can wear the same armor as an elf, as far as I'm concerned, because the size of the armor does matter for construction prices and armour for Large character is more expensive.

Wrong about the 40 ft movement, he does have that, sorry.

And you are seriously underestimating the advatange of being Large (and very strong) when it comes to melee.
I don't think that I do ... being Large lowers your AC and attack rating and (N)PC's with tumble or spring attack, or who are large themselves, who's number will only increase as you increase levels, will not be hampered in any serious way by you being large.

Also, there are times when being Large is an advantage, but also times when it could be a disadvantage too.
I agree with this competely. Have actually played a Dragon Disciple and about one third of the adventures we were in a dungeon/castle/building that was not made for large characters, so he had a -2 or -4 to all his attacks, very nasty.
 
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Well, here's something else to consider.

We've only been talking about fighters up to this point. That kind of skews the discussion a little, since fighters get absolutely no extra benefits at high level. But an ogre barbarian would be missing out on a couple points of damage reduction, a rage use or two, and the ability to rage without being winded afterwards. A +6 ECL or greater race wouldn't be able to get greater rage without going to epic levels.

Similarly, an ogre monk would miss out on a lot of the high-level monk abilities.

An ogre rogue would lose two or three sneak attack dice, as well as two of the rogue special ablities.

And what about spellcasters? The ogre is a bad example here, but would the extra powers given by a +ECL race be worth never being able to cast 9th level spells? And only being able to throw 3rd level spells in a 10th level party?

Spellcasters are probably the best example of my problem. If I was playing a spellcaster, a race would have to have some seriously powerful benefits to get me to give up 3-5 levels worth of spellcasting.

So maybe the problem is that the ECL levels aren't balanced for every class?
 
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Grog said:
Well, here's something else to consider.

(cut)

So maybe the problem is that the ECL levels aren't balanced for every class?

It's not about every class. An ogre rogue wouldn't be that useful, being dumb as a stump and unsneaky. An ogre sorcerer wouldn't be that good at spellcasting, and you'll never see an ogre wizard. But they'd make great fighters or barbarians.

You basically get a certain package of benefits for the ECL, some of which are best suited for some classes, and others for other. It should be impossible for anybody to take a template/ECL that benefits everybody equally, with possible exception of celestial/fiendish/anarchic/axiomatic, though that's kind of hard to get.

And only the player can really decide what they want. It's sort of similar to multiclassing; you choose your class levels based on the benefits you want, and have to make compromises between abilities you want and those you can give up or put off.

Brad
 

Grog said:
So maybe the problem is that the ECL levels aren't balanced for every class?

An ECL +0 sun elf and ECL +0 half-orc aren't balanced as wizards. Really, a race is seldom good at more than a few classes.

Ogres make good barbarians and fighters, but aren't good for most classes.
 

Grog said:
Well, compare the benefits from the Ogre to the benefits from a 5th level fighter.

4d8 HP vs. 5d10 HP - advantage fighter.
+3 BAB vs. +5 BAB - advantage fighter.
saves - same.
6 skill points vs. 16 skill points - advantage fighter.
1 feat vs. 5 feats - advantage fighter.

First off, slight math error by you -- and by me, prior to this edit (oops): the BAB of an Ogre is +4. The reason teh MM list only a +8 attack, even with enough Strength to get +5 ... is the -1 to hit for being Size Large.

Don't forget the attributes. Let's assume we're comparing a HUMAN fighter-5, to an Ogre with no class levels, using racial-average attributes (IOW, teh human gets 10's and 11's across the board); the Human will have a 12 Strength (11 to start, and +1 at 4th level); the Ogre (a 4HD creature, and thus a 4th level character, with 4 levels of "giant" ...) has a 22 Strength ... the same +1 addition.

OGRE (no class) VS HUMAN FIGHTER (1)

Hit points
The Ogre gets 4d8+8 hp (first HD is always maximum, so this is "really" 3d8+16; the minimum HP are 19, the maximum are 40, and the average is 29.5 ... call it 30).

The Fighter gets 5d10+0 hp (still max on the first, so, 4d10+10 ... minimum 14, maximum 50, average 32hp).

CONCLUSION: miniscule advantage to the fighter -- an advantage that rapidly disappears, and even REVERSES itself, as the Ogre picks up Fighter levels (see below).


Feats
I'm ignoring Attribute requirements for feats, to simplify things. Sue me.

The Ogre is no dummy, he takes Large and In Charge.

The Human isn't stupid either, his six feats ( Char 1, Char 3, Ftr 1, Ftr 2, Ftr 4, Racial) will be: Weapon Focus, Weapon Specialisation, Dodge, Mobility, Spring Attack, and Power Attack.

CONCLUSION: Clear advantage goes to the fighter, without a doubt.

To-Hit and attacks

First, we'll give each one an identical weapon-and-armor loadout -- a fairly archetypal "longsword and large shield with chainmail" affair. not twinkish, but both benefit/lose equally so it should be -fair-. Nomasterwork or magical bonusses involved at all; armor class should be 18 for the human (10, +5 armor, +2 shield, +1 dodge) ... and for the Ogre, 20 (10, -1 size, -1 Dex, +5 armor, +2 shield, +5 natural).

I'm not factoring in Critical hits, as both have identical weapons, and such events should be fairly infrequent anyway. However, keep in mind the Ogre's somewhat higher net Attack Bonus means the Ogre will confirm those criticals slightly more often.

The Ogre has a BAB of +4, minus one for being Large, and plus 6 for strength of 22, for +9. His Longsword is scaled to himself, and is thus a Large longsword ... the exact equivalent of a Greatsword, but still wielded in one hand. Damage is therefor 2d6+6, including strength. The ogre has Reach of 10'. Damage on a hit averages 13; the Ogre needs to roll only a 9 or better on normal attacks to connect with the Fighter's AC of 18, this is a 60% chance to hit. 60% of 13 is roughly 8hp (7.8 really); the Ogre needs about four rounds to drop the Fighter.

The Fighter has a BAB of +5, +1 for his strength of 12, and +1 for his Weapon Focus for +7. He does 1d8+3 damage per attack, including his strength bonus, for an average damage of 7.5 ... call it 8. The Fighter has only normal 5' reach, and so must either trigger an AoO (at +4AC due to his Mobility feat, conveniently enough), or surrender the first swing to the ogre by stopping 10' away; any AOO will hit the Fighter only on a roll of 12 or better, still 45% of the time, not nice at all. OTOH, the fighter needs to roll a 13 or above -- a 40% chance to hit. 40% of 8 is 3.2; rounding gives us 3/round average; ten rounds to drop the Ogre

CONCLUSION: Clear, undeniable advantage to the ogre. The fighter and two of his FRIENDS would have slightly less than a 50/50 chance of defeating the Ogre ... and the above is WITHOUT taking "large and in charge" into account.

Base saves
The Ogre's base saves are F+4/R+0/W+1
The Fighter's base saves are F+4/R+1/W+1

CONCLUSION: Small advantage to teh fighter.

Skill points
As you observed ... a clear advantage for the Fighter (who would have 21, as a human, to the Ogre's mere 6.

FINAL CONCLUSION:

The Fighter is more well-rounded, and has more options/special tricks to pull (based on Feaths). however, in anoutright throw-down combat ... the ogre takes center stage. PEriod.

Thus, the two are reasonably balanced. Not perfectly, but reasonably.

Now let's look at them five levels later.

Attributes

The Fighter adds +1 to Con, conveniently givign hm a +1 Con modifier.

The Ogre adds +1 to Con as well, going form 15 to 16 ... for a +3 (rather than +2) modifier.

Feats
The Human fighter (10) gets (Ftr 6, Ftr 8, Ftr 10, Ch 6, Ch 9) 5 new feats. He now has (old choices in italics): Weapon Focus, Weapon Specialisation, Dodge, Mobility, Spring Attack, and Power Attack, Cleave, Great Cleave, Improved Critical, and Improved Initiative.

The Ogre gets (Ftr 1, Ftr 2, Ftr 4, Ch 6, Ch 9) five feats as well. He picks Weapon Focus, Weapon Specialisation, Power Attack, Sunder, and Improved Critical (he hasa +8 BAB). Since the Ogre now has 9HD, I figure attributes and feats are based on a 9th level character ...

CONCLUSION: Obviously the fighter still has an advantage, but it's not so wide a gulf now -- 11 feats to 6, rather than 6 feats to 1.

Hit Points
The Fighter gets a total of 10 (first level) + 9d10 + 10 (constitution), or 9d10+20 hit points. Minimum is 29, maximum is 110, and the bell curve peaks at an average of 69.5 ... call it 70 hit points. The fighter gained 38 hp total, between levels and the Con increase.

The Ogre now has 8 (first HD) + 3d8 (ogre HD) + 5d10 (fighter levels) + 27 (constitution, 9HD). Minimum is 46, maximum is 112, and the bell curve here peaks at an average of 76. As we can see, the advantage has now passed (slightly) to the Ogre, and HP totals will only continue to develop in that fashion in future levels. The Ogre gained 46hp

CONCLUSION: The advantage shifts to the Ogre here, ever so slightly.

To-hit and attacks

This is the biggie. Same gear, no masterwork, no magic. Thus, conveniently, the same AC's -- 18 for the Fighter, and 20 for the Ogre. Also note, I'm still not factoring in criticals ... both should threat just as often, but the ogre should still confirm those Threats more often.

The Fighter has a BAB of +10/+5 now, which is +12/+7 with strength and weapon focus. In a full attack, he will hit on a roll of 8, then 13. The chances of each of these is 65% and 40%, respectively. Thus during a full attack, he can be expected to deal 105% of his single-swing damage, on average. That damage is still 1d8+3, for an average of 7.5 (rounded to 8). 105% of that ... oh, let's call it 9. The Fighter needs 9 rounds to drop the Ogre.


The Ogre has a BAB of +9/+4, which with strength, size, and weapon focus is +15/+9. In a full attack, he will need to roll a 2, and then an 8, in order to hit. The chances to hit on each are 95% and 65%, so the Ogre can expect to average 160% of his single-swing damage each round. That single-swing damage is now +2 higher thanks to Weapon Specialisation, so it has risen to 2d6+8; the average is now 15, and thus the per-ropund average comes out to 24hp. The Ogre now needs only three rounds in which to drop the Fighter.

And note, the above discussion of full attacks still ignores the effects of disparate reach, and the Large and In Charge feat itself.

CONCLUSION: The advantage is now even MORE in favor of the Ogre; the Fighter and TWO friends come out to a roughly 50/50 chance of winning, or all dying ... and two of them almost certainly WOULD die.


Skills
Er, the situation here won't change ... the Fighter still wins, hands down.

...

FINAL CONCLUSION: As with any creature with an ECL, at the early levels you will be at a disadvantage, but in later levels the higher attributes can more than make up for early weaknesses ... if you play to type. Obviously, an Ogre Cleric isn't going to be the best diplomat of the party, class skills or no (though without a penalty to Wisdom, Ogre Clerics are an interesting prospect, eh?).


Now, the ogre gets strength and reach, but is that really worth the disadvantages in other areas? I don't think even +5 ECL is balanced. It's certainly not "far too low." And +8 ECL is just ridiculous.

Yes, the Strength, CONSTITUTION, and Reach are definitely worth the relatively minor disadvantages (a handful of feats, a bucketful of skill points, and the town militia trying to "defend the village" every time you want to get a stinkin' ale at th local pub :D ).

I'll tell you what ... if you still disagree, you and me ... you twink any PHB-race Fighter (at least 10 lkevels of Fighter, say) you want. Use any feats, prestige classes, or whatnot from the "splatbooks" ... I certainly will. Meanwhile, I'll do an Ogre Fighter. Say, 20th level / ECL 20. Just short of epic. Standard 760,000gp for equipment.

Actually, Fighter, Barbarian, Ranger, or Paladin, for either of us. (Well, obviously not Paladin for a -4 Charisma race, heh).

No leadership feat ('sides, you don't REALLY want to face an Ogre captain-general with an army of orcs or the like, now, do you?); keep things simple, just the two characters compared to each other ... no friends, etc. "Charmies", i.e. created undead, animal companions, etc, are fine though.

OFC, I have the ELH, so if you want to compare at Epic scale, go for it -- again, just let me know ahead of time. Lastly, if you don't want to be restricted to being primarily a Fighter, fine, say the word, but I won't be restricted to an Ogre anything, in return. Think of it this way: you can plan for facing an Ogre, and pick feats and equip yourself accordingly.

'Course, I can be darned devious, so ... heh. :D
 
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One other comment; as a DM, I have a simple houserule: noone can play any ECL-based characetr, if the ECL adjustment accounts for more than HALF of their net level.

IOW, an ECL +5 Ogre would only be allowed, if the game started with 10th level characters.

Keeps those odd races looking more like a decent trade-off, IMO.
 

Pax said:
I'll tell you what ... if you still disagree, you and me ... you twink any PHB-race Fighter (at least 10 lkevels of Fighter, say) you want. Use any feats, prestige classes, or whatnot from the "splatbooks" ... I certainly will. Meanwhile, I'll do an Ogre Fighter. Say, 20th level / ECL 20. Just short of epic. Standard 760,000gp for equipment.

Actually, I'd like to see this -- though I think a fight at 10th-12th level would be best. You'd smear him all across the room at 20th...
 

Grog said:
So maybe the problem is that the ECL levels aren't balanced for every class?

This, to me, is why it is so hard to get a good ECL for a race.

Ogres will stomp everything in their path as Fighters, or even as Barbarians.

Other races will do likewise as other classes (although by far and wide, Fighters and other melee-based gain more from them). Melee based do better partially for the same reason they can Multiclass so easily (ie, don't have to worry about Spellcaster levels.)

Hopefully, Savage Species (due February 2003, I think) will go into some detail on how it all should work.

Speaking of which, what issue of Dragon is the new ECL ratings in? I have it but I would rather not have to search through every one to find it.
 

Re: About the ogre ...

Brekki said:

How else do you think you could build an ECL calculator ???? Trying to calculate the known ECL's with working functions is THE way to do it.

Uh oh. If you make a calculator based on the opinion that an ogre is ECL +5, of course the calculator will give the answer that ogre is ECL +5. It doesn't give any additional information on wether the ogre really is ECL +5 or not. It would just give the ECL of the ogre to be wathever the original assumption was. (in this case +5)

In academic world your logic would be called something like "circular logic", or somesuch.
 

CRGreathouse said:
Actually, I'd like to see this -- though I think a fight at 10th-12th level would be best. You'd smear him all across the room at 20th...

Here's one, off the cuff. NOTE, I can easily shift the elemental aspects of his damage (all cold, all fire, all acid, mostly SONIC, or whatever) with various Enhancements and materials listed in Magic of Faerun.

My sources include the PHB, DMG, Book of Vile Darkness, Sword and Fist, and Magic of Faerun. The character is an "evil b*st*rd" vanilla fighter; read and weep:

25-point build a la DMG

Ogre (ECL +5), and Fighter (15)

Thus:
Ogre (4) / Fighter (15); ECL=20


** ATTRIBUTES (hopefully the formatting comes out intact) **
Code:
[COLOR=skyblue]
Race	Stat	Spent	Base	Adjusted	Adds	**NET**
+10	STR	13	18	27 (+8) +4c+5b+6i	40 (+15)
 -2	DEX	0	 8	 6 (-2)	+6i		12 ( +1)
 +4	CON	6	14	18 (+4) +6i		24 ( +7)
 -4	INT	4	12	 8 (-2)	+5b		13 ( +1)
  =	WIS	2	10	10 (+2)	+6i		16 ( +3)
 -4	CHA	0	8	 4 (-3)			 4 ( -3)

+#c = increases from character level-ups
+#b = increase from Tome/Manual/book
+#i = increase from worn item
[/color]

** FEATS (in order gained) **

HD1 Exotic Weapon: Spiked Chain (up-sized)
Ft 1 Power Attack
Ft 2 Sunder
Ch 6 Improved Sunder
Ft 4 Weapon Specialise: Spiked Chain
Ch 9 Improved Critical: Spiked Chain
Ft 6 Expertise
Ft 8 Improved Trip
Ch 12 Knock-Down
Ft 10 Combat Reflexes
Ch 15 Hold the Line
Ft 14 Expert Tactician

* notes *
... Intelligence improvement from tome/manual gained prior to fighter 6 (ECL=11).

** SAVES **
Fortitude ... +20 (ogre 4, fighter 9, con 7)
Reflexes ... +6 (ogre 0, fighter 5, dex 1)
Will ... +9 (ogre 1, fighter 5, wis 3)



** GENERAL STATISTICS **
BAB: +19/+14/+9/+4

MELEE: +33/+28/+23/+18
Strength, +15
Size, -1

RANGED: +19/+14/+9/+4
Dexterity, +1
Size, -1

ARMOR CLASS = 29
Base ... 10
Dexterity ... 1
Armor ... 13
Natural ... 5

HIT POINTS
First level ... 8
3HDof Giant ... 3d8
15 levels of Fighter ... 15d10
Con (+7) for 19 HD ... 133

... minimum, 159
... maximum, 315
... bell curve average, 231.5 --> 232



** Details for SPIKED CHAIN, HUGE **

Special: Reach total 20' (large reach weapon, large wielder); able to attack adjacent targets (weapon property)

Huge Fever-Iron Spiked Chain +1 (Sweeping, Acidic Burst, Sure Striking, Keen)

Attacks: +35/+30/+25/+20

Damage, noncritical: 3d6+27 (1d6 is acid, 1 is fire, and 1 is Vile)
1.5x STR, +22
Specialised, +2
Fever-Iron, +1 (fire)
Acidic Burst, +1d6 (acid)
Vile, +1
Enhancement, +1

Critical: 18-20 / x2

Damage, critical: 5d6+54+1d10 (1d6+1d10 is acid, 2 are fire, and 2 are Vile)
1.5x STR doubled, +44
Specialised doubled, +4
Fever-Iron doubled, +2 (fire)
Acidic Burst, +1d6+1d10 (acid)
Vile, +2
Enhancement doubled, +2


** EQUIPMENT **

Huge Fever-Iron Spiked Chain +1 (Sweeping, Acidic Burst,
. Sure Striking, Keen, Vile) [Market Price +7; cost 98,000
. (magic) +1,500gp (material / MW) +25gp (base)]
... 99,525gp; total 99,525gp

Fever-Iron Full Plate +5 (Heavy Fortification)
. [Market Price +10; cost 100,000gp (magic) + 2,000gp
. (material) +1,500gp (base)]
... 103,500gp; total 202,025gp

Headband of Perfect Excellence
... 180,000gp; total 382,025gp

Bracers of Health (+6)
... 36,000gp; total 418,025gp

Tome of Clear Thought (+5)
... 137,500gp; total 555,525gp

Manual of Bodily Excercise (+5)
... 137,500gp; total 693,025gp

Glove of Storing, x2
... 4,400gp; total of 697,425gp

Boots of Speed
... 8,000gp; total of 705,425gp

Major Cloak of Displacement
... 50,000gp; total of 755,425gp

Pipe of Grief
... 3,000gp; total of 758,425gp

Huge Scorpion Poison, one dose/application
... 1,200gp; total of 759,625

Tanglefoot bags, 4
... 200gp; total of 759,825gp

Alchemist's Fire flasks, 4
... 80gp; total of 759,905gp

Tindertwigs, 10
... 10gp; total of 759,915gp

Tobacco, 20 pounds
... 10gp; totalof 759,925gp


SOURCES AND SPECIFICS
Magic of Faerun
. Acidic Burst; works like Fiery Burst, but damage is Acid based.
.
. Sweeping; +4 to Strength Checks for trip attempts with that weapon
.
. Fever-Iron; +1 fire damage for weapons, or Fire Resistance 2 for
. armors; counts as masterwork quality; fire damage bonus WOULD stack
. with flaming / flaming burst.
.
. Sure Striking; penetrates DR as a +5 weapon
...

Sword and Fist
. Headband of Perfect Excellence; +6 each to Stength, Constitution,
. and Dexterity
...

Book of Vile Darkness
. Vile (weapon enhancement); +1 Vile damage, +2 Vile Damage on critical
.
. Pipe of Grief; once per day when filled and lit can create a small
. cloud, occupants except pipe user must make will saves or suffer
. morale penalties on various rolls.
.
. Huge Scorpion Poison; Save DC 26; primary damage 1d8 STR, secondary
. damage 1d8 STR
.
. *Vile Damage* is ludicrously difficult to heal ... only by magic,
. and only in a sanctified place (i.e. within the bounds of a
. Consecration spell)
...
 
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