+x ECL races and lack of HP, is there anyway to balance this?

Allanon

Explorer
I'm faced with a problem in my Planescape campaign. 4 of the 5 PC's in it have chosen to play a +x ECL race. Now I encouraged this as it's a testament to the varied nature of the plains. The problem though, is that they seem to keep dying to to a lack of HP. During their last combat with an equal CR slaad, two of them died within 2 rounds. Not because of Save or Die spells, bad dice rolls or stupid decisions but simply because they didn't have enough hitpoints.

I'm thinking of giving them their CON bonusses for the 'missing' levels as a remedy. My problem is, would this be fair to the one human player? And would it still be balanced?

I'm not sure, as hitpoints shouldn't be the "be all, end all" of D&D but at the moment it seems as though it's really holding them back from having fun with their characters. I realise that this is mostly a low level problem (they're 5th level at the moment) but I'd still like to have them win their fights on their own merit and not end up winning because I'm fumbling dice or handing them 'Rods of Heal' like candy cains...
 
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+ECL races/templates always have that problem. Hopefully they provide enough other abilities to make up for the lower hp. You can encourage the PCs to learn new tactics that rely on less brute force and more finese. That said though, I am a huge fan of the Savage Species acid test: compare the ECL creature with class levels that have a good synergy to a classed non-ecl creature i.e. +3ecl melee type humanoid with 6 barbarian levels vs barbarian 9. Do that for several different level ranges. If you find that the choice is too easy one way or the other, then adjust the ECL.
 

+ECL creatures aren't really to be used at very low levels, for that very reason. Your players should have thought about that beforehand.
 

Our group is also playing a party heavily comprised of Savage Species creatures, and has found the same HP problem. It is particuarly tricky, because most of the creature abilities are offensive combat advantages (like the tail attack and extra flame damage of the salamander) which encourages close melee combat. Essentially, these guys do tons of damage and have fairly high ACs, but when they get hit their low HPs are a problem. On the whole it seems balanced, but luck becomes more important since a few hits are a big deal.

Still, there is something so cool about meeting up with other traditional adventuring parties and having them attack us as a group of monsters. LOL :D
 


Use ECL stuff like the halfogre with halfdragon template. The Con bonus will make up for it during some level... of use Prestige Classes like the Dragon Disciple, they don't lose too many hitpoints.
 

Or use some Scarred Lands ELCs. ;) Trust me when a horde of Sorcerer 8th/Blessed of Mesos 6th Black Pelt Ratmen/Slitheren come running through Sigil, the planes will tremble in their fury. (And the Athar will have some nice allies for a change. ;) )
 




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