seasong said:Hide bonus is negated by -1 on average to all weapon damages![]()
To solve the smaller-than-human, you created another problem: the bigger-than-human where fine... Now they have to pay for the weight allowance!Upper_Krust said:Hi xanatos mate!
Maybe when I was outlining the individual facets I forgot to mention Weight Allowance.
Size STR DEX CON NatAr Reach Mov. Space AC/Att. Ab.Poin MyCost IH Cost
Fine 0 18 8 0 0 5 0 8 -4 0,45 -0,35
Diminutive 0 16 8 0 0 10 0 4 -6 -0,5 -0,8
Tiny 2 14 8 0 0 15 0 2 -6 -0,85 -0,85
Small 6 12 8 0 5 20 0 1 -4 -0,3 -0,4
Medium 10 10 10 0 5 30 0 0 0 0 0
Large 18 8 14 2 10 40 1 -1 10 1,2 1,2
Huge 26 6 18 5 15 50 2 -2 20 2,4 2,4
Gargantuan 34 6 22 9 20 60 3 -4 32 3,6 3,6
Colossal 42 6 26 14 25 70 4 -8 44 4,4 4,4
So all your Size costs are wrong?Upper_Krust said:Hi xanatos mate!
I think that perhaps weight allowance should be perhaps +/-0.1 per size category. Though it should be +0.2 without an actual size increase since Larger sizes mean you need larger (and heavier) equipment; generally speaking.
So a medium creature with double weight allowance would be +0.2; whereas a Large creature (which has the double weight allowance) would only be +0.1.
xanatos said:So all your Size costs are wrong?![]()
xanatos said:Some "things" I didnt' posted before (I didn't want to make a kilometer-long post)
xanatos said:p. 8 There is a point cost even to have a 1-2 Int (look at Animals, p. 3). You should write why.
xanatos said:p. 9 Are you applying the Silver Rule to the decimal CR or to the rounded one? You should write it. (it's to the decimal... 10 * 0.85 = 8, but the CR of the aboleth is 9)
xanatos said:How do you apply the Silver Rule to fractional CR? (in truth it's Negative CR... Probably you should divide by 0.85 instead of multiplying (-1 * 0.85 = -0.85... The monster is more powerful!))
xanatos said:How do you calculate the bonus HP of oozes and constructs? (oops... Oozes don't have HP bonus in 3.5... Only construct get it)
xanatos said:p. 14 "Rustproof" colossus? 99% of the creatures are rustproof... Simply the Iron Golem should have a vulnerability to magical rust!
xanatos said:p. 14 Are you saying that the CR of the Monster Manual are to low? Do you think that a Balor has a 50/50% in a fair fight with a 28 level warrior/barbarian/paladin?
xanatos said:p. 15 What strange formula have you used to pre-calculate the EL? It's even stranger than the Wealth Rules for Epic characters! Ah... Now I see: 4 * log2(CR) + 1. You should write it somewhere!
xanatos said:p. 17 You forgot to change the +/- sign for some modifiers (the ones that make the encounter more difficult)
What do you mean with "party outnumber opponents"? You shouldn't be telegraphic!
xanatos said:p. 19 You forgot to define what is 100%...
Probably you should have calculated the CR of the base classes as a CR and not as a percentage of the CR1 or CR20. You have just finished building a very complex system to calculate CR and then you decide to ignore it and "invent" other numbers.
xanatos said:Silver Rule: you should have put the Silver Rule near the Golden Rule, with a link to the appendix for the reasons of this rule. So a reader doesn't have to read the Appendix to be able to build a CR.
xanatos said:In the new DM guide (the 3.5) there is a paragraph about adding non-compatible classes to monsters (for example adding a level of Wizard to a giant). It's even included in the SRD. Perhaps you should put a note in your manual.
xanatos said:What's happened to the ECL rules? Didn't you found a formula to convert CR to ECL?
xanatos said:What about Epic Feats? How much are they valued?
xanatos said:How much powerful does a monster become if I substitute a standard feat with an epic one?
xanatos said:Outsiders: there is a VERY large class of spells usable against outsiders. Shouldn't they get a bonus? It's like Undead and Turning...
Kavon said:Hey U_K
Kavon said:I was wondering about something...
Kavon said:I'm thinking of using your system to figure out some sort of alternative leveling system that I think my players will love. I know there's probably already some similar kind of system out there that has something like this already.. I just consider it a challenge to make it work by doing it myself (so I can brag with it to my players, or whatnot. )
Kavon said:It's like.. you're not tied to a certain package of levels (no actual classes and all that, just the abilities to pick from.. all need to be explained for of course), instead you 'train' in certain things (or you gain XP and put it into learning certain abilities..or both..er..). I was thinking about letting 0.1 CR cost 100 xp (once the character has gained enough XP to level up, everything will cost twice as much as at 1st level, at 3rd level, everything costs 3 times as much, etc..).
Let's say...they want to learn a feat/special ability, so they find some way to learn it (by finding a teacher, by training on their own, by going through a magic ritual...depending on the ability really). They want to gain skill points, so they train in a similar way as with feats (with a maximum per skill depending on their character level or something like that).
The only real problem I'm having, is that I don't know how I should do the HD related stuff (HD, BAB, saves, etc). I'm not sure how much CR to charge for, let's say, 1d8 (therefore I don't know how much XP they'd need to increase their HP and such).
Kavon said:Now that I think about it.. I guess I should just charge them for every individual attack bonus and save bonus, just like I'd be doing with skills..
Ok, I guess I could figure some stuff out for myself if I actually think it through for a bit *smacks himself*.
How much CR would all the HD be though (d4-12)?
Kavon said:Judging from the cost of a feat equivelant ability, 1% would be 0.2 CR, right?
Kavon said:Do I divide the % of the HD by 20, and multiply that by 0.2? (d8 would be 0.15 CR then, or 150 XP times character level) Or would it be something different?
Kavon said:Not sure how workable I'll be able to make this.. but it'll be fun (for me as well as my players).
Kavon said:Something that worries me though... I'd have to use normal classes to make characters on the fly (grunt NPCs etc).. Do you think this would be ok? I guess the classes would simply be preset packages..or something like that.
Kavon said:Hmm... Now that I think about it. I guess a player could opt to wait with spending his/her XP to 'purchase' a level in a certain class..
Kavon said:It's still a fresh idea..so it's kinda mindboggling for me at the moment
*looks at all the stuff he typed*
Hmm.. I wonder if I really had to type all that much about it to get the point across
So.. The questions would basically be.. How much would one dice of HP be worth for one level, and maybe some advice if you can think of anything
Edit: Wow.. Must really be tired or something..
Make that "divide the % of the HD by 20, and multiply that by 0.2?" "divide the % by 100?"
Edit 2: Oh yeah (yes, I think I am a bit too tired to think straight) I was getting confused how to calculate the CR of the HD because the class feature thing had 1% for every feat equivelant ability. This told me 1% would equal 0.2 CR.. But then the rest wouldn't be correct (like HD, BAB etc).