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Post by AlmightyTDawg »

Mayhem wrote:In otherwords, you'd nerf everyone to human level - since avoiding situations where special abilities are useful is just another way of nerfing those abilities...

Sounds like a vote for the "Lesser Races" method.
Not at all. Since where does "avoiding letting the . . . SR be too much of an advantage" mean "nerf everyone to human level?" Actually, I think as a DM you'd almost be required to make it some notable factor if you wanted to even justify slower advancement.

Oh yeah, in case anyone missed it, I added emphasis there.

Sounds like a recount is in order.
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Post by Brokenbone »

It'd sounded like a "halfway to Lesser Race" proposal to me, to be honest. I.e., somehow making Svirfs in that hypothetical party a different LA+ rating... one equivalent to, as opposed to higher than, drow. Nowhere near down as far as the non LA races though.

Proposal might be too grand a word for it, though, as it sounded like "how would you manage this one particular party", as opposed to creating a big fat ALFAwide solution.
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Post by AlmightyTDawg »

My idea has always been to nerf svirfs if not eliminate them outright; basically I think anything over LA+2 (and any race with monstrous hit dice, but are any of them LA+2 or lower?) should be out of bounds because the question of balance versus low-level pain becomes unmanageable. Perversely, it's actually those races who have universally cool abilities which actually best match WotC's "effective levels" system, as opposed to races that are situationally more powerful. But that said, it's a really clever bloke who can challenge in such a way that those abilities effectively stand in for all those other variables. I could write Excel programs to half-ass it, but I don't know anyone that could do it on the fly.

But for the rest, I think you can manage their abilities by way of campaign/session design. It's actually an easier problem when you have situational abilities - because you can balance on a handwaving "fraction of time SR is useful" concept. And let me be crystal clear on that - I think part of DMing is about managing your players relative to one another for ego and competitive reasons, even moreso in ALFA where to some extent players are on their own. When you have universally applicable abilities that you can't ever really "turn off" as a DM measured against levels, I think it's much trickier. Similarly, I saw no technical reason to ground the planetouched, but those crazy half-celestial and half-dragon and what not templates are right out.

In short I don't see a problem with LA in general, but at some point I think it goes too far. If you ask me generally, I'd say leave svirfs canon and just make them unavailable as PCs - but there's no compelling reason why to not let people have the fun of RPing a canon, PC-allowed race. I think we may have already made that mistake one too many times with planetouched. So nerfing seems the more appropriate option.
Last edited by AlmightyTDawg on Tue Oct 30, 2007 1:04 am, edited 1 time in total.
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Post by Mulu »

Savage races or lesser races keep coming out on top as the absolutely best way to balance LA races in a 1st level PW by simply making the LA races ECL 1. I'm having a hard time buying that they lack rp flavor, especially the savage species that can get to canon fairly quickly. I would think the ability to level normally would be such a boon that LA race players would jump on the option, especially since the alternative is an extended 1HD existence with LA hostile DM's and admin looking to see if you're getting twinked. The only real factor against either would be the work necessary to implement them.

But, I'm not an LA race player.
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Post by AlmightyTDawg »

Just for definitional purposes, there are two forms of Savage Species rules - one where you take the "racial levels" immediately (hard) or one where you can choose when to take them like a mini-PrC (soft)

Because people bitched about how long level 1 took when they got the infamous "free XP." And they had a point. Savage Species (hard) makes it take longer. Savage Species (soft) is all about PGing. Both of them suck hard on the canon. Hard exacerbates the 1-HD XP problem and soft does obscenely bad on canon (e.g., you can have an 8th level drow without SR) or is best described as lesser races with a free "racial" PrC.

Thus I consider them the least valid of all the approaches. I'd even take the Obsidian system over either implementation of Savage Species, and in all three cases, applied to ALFA, I'd rather dig out my left nut with a spork.
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Post by Mulu »

Well, I assumed savage species gave a HD progression as you took race levels. If it doesn't, we could modify savage species so the race levels give HD and low BAB and save progression, equivalent to say a rogue or even a bit lower. That way taking those levels aren't so punishing, and everything is still at parity. A 2nd level drow has 2 HD, some save progression, and a new drow ability, with the HD being the most important factor.

Bottom line is, LA races have significant advantages at first level and beyond worth several thousand gold or more in magical equipment. You have to balance that somehow. Giving them a quick track to 2nd through easy statics isn't exactly a detriment. Most ALFAns would kill to get that, playing any race.

And just on a philosophy note, the reason it's important to balance or preferable negatively unbalance the UD races is quite simply to keep them from being the munchkin option, a goal rp oriented LA race players should appreciate.
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Post by AlmightyTDawg »

An interesting note. It's kind of a hybrid off the Savage Species rules (which really are just to "end up" duplicating the ECL system with actual 0-HD/skill/BAB/save levels, so it's a nice stab at saving a canonish-but-awful-for-us system. I think we'd still have problems treating them as actual levels based on the "bonuses" - which is to say even if we assign them as 0-hp per level on levelup (as in .2das), I don't know of a mechanism to stop the bonus HP from Toughness and Constitution from being applied.

A similar issue applies to skills, complicated by determining what's on the race skill list (you could try making everything cross class to devalue the skill points awarded, but it isn't perfect and it doesn't stop Able Learner) and setting the maximum value for skills as a function of class level (since racial levels now count as class levels in the underlying engine).

The argument I'm trying to sell is that the mere slower advancement (even on the "free XP" model is sufficient balance in a slow-advancement, quasi-party world, particularly as a 1-3 HD character. The level cap comps top-end power, and in-between DMs need to be on their toes. It's notable that those abilities (svirf aside) can be managed in both DM sessions and in static content design, and more often than not are not all that applicable to the low-levels anyway (poison and phantasms for level 1s? PCs dying to failed saves against a sorcerer's magic?). Merely being awarded equipment worth several thousand gold is insufficient. Hand a character +10 heal and +10 set trap equipment and they don't get suddenly that overpowered (that is, until they sell the equipment for something much more better).
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Post by Mulu »

Well, it seems the problems boil down to really just a couple:

1. LA races are overpowered by canon at 1st.
2. Stretching out the time it takes to get a 2 HD lowers survivability by too much, even for otherwise overpowered races.

So... the obvious solution IMO is a modified savage species ruleset where LA races start at ECL 1, have normal XP progression, take race levels with HD progression (d4), racial bonus progression, and not much else - whatever the minimum BAB, skills and saves are for other classes as sort of a "worst class" option without the racial bonus. I have no problem with a drow gaining a second d4 HD plus Con and toughness as applicable at 1000XP, and getting some portion of it's race abilities as well. These years can be considered Drow adolescence, and using comic book time can be backdated in the PC's history if desired.

I think it satisfies everything but strict canon, and even satisfies that by 3rd level. Everybody wins, expect the poor smuck who has to code it all.

And can we all agree to just ban smurfs?
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Post by Inaubryn »

Well, with my system, nobody loses. You give half a boost to second level but slow down overall progression thereby keeping LA races the appropriate levels behind their non-LA counterparts. It doesn't unbalance anything because the LA races never catch the non-LAs in experience points.

A drow will always be two class levels behind a human. A duergar one class level, a svirf 3 class levels. After all isn'that the point of ECL anyway?

So, who loses here? Non-LA/ECL race players? ECL race players? The real question is, how does this affect ALFA? Does ALFA benefit or suffer from this? Or, neither?

Again, my solution to this as it should have been w/ planetouched and I hope it will be with Favored Soul and Spirit Shaman, is to get in game and test 'en. That is the only way to know what does and does not work. So, let's test my system and any other system that can be implemented w/o much trouble, which really leaves mine and obsidian's. I'm sorry... even if Lesser Races was a wanted option, it would be a bitch to code. And, since we're strapped on that end, let's not ask them to do anymore than they have to.
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Post by AlmightyTDawg »

Inaubryn wrote:Well, with my system, nobody loses. You give half a boost to second level but slow down overall progression thereby keeping LA races the appropriate levels behind their non-LA counterparts. It doesn't unbalance anything because the LA races never catch the non-LAs in experience points.

A drow will always be two class levels behind a human. A duergar one class level, a svirf 3 class levels. After all isn'that the point of ECL anyway?
To quote Mandy Patinkin, "I do not think that means what you think that means." The only way you can assure that an LA-race is "always" a fixed number of class levels behind the human, you need a system which balances it so that at some point the two equalize - and then disappears. Or you can tolerate minor fluctuations (at some points along the curve they're 1 level behind or 3 levels behind) throughout the XP growth. Incidentally, the system proposed about a year ago involved LA-races progressing more quickly at lower levels (only about 1 CL behind until around level 6 - 7) at the expense of falling 3 CL behind in the mid-to-high teens (i.e. it was a system that was dynamic, but which never disappeared).

In base Obsidian, that's easy to see - everyone starts on the same field. You've recommended supplanting that with bonus starting XP, and some penalty that pays it off by some point. The way I read it was that it paid off by CL 2, at which point you've just recreated Obsidian. I think more appropriate is you meant that the penalty paid off by some fixed CL not equal to 2 - maybe 3, 4, or 5? But whatever that second mechanism is, that penalty you proposed, is just something that eats away at the "bonus XP" you awarded.

But here's the problem in my mind - you've already conceded way too much validity to the other side of the argument. To me, starting with Sum(LA)*1000 xp, with no further penalty, is the standard (an Obsidian translation of the old ALFA-NWN1 LA-race system), and there should be a compelling reason to deviate from it. The only things I've heard so far aren't compelling:
  • It's not what canon does: Who cares? Canon doesn't also have wealth standards, doesn't have different XP growth, doesn't have different item slots, doesn't allow all of the abilities we do, is not real time, and doesn't force you to start at level 1. So should we all stop playing? Or should we recognize the differences, adjust, and move on?
  • LA-races start off with free levels: This is just an unthinking restatement of the above. ECL is just a mechanism to wed more powerful races to the XP/CR system in a handwaving way - but I don't know anyone who would seriously call their abilities level-equivalents. LA-races have situational abilities that allow them to outperform their ECL in some cases, and perform at their CL (or minimally better) in others. None (we deal with, such as monstrous HD equivs) have abilities that duplicate HD, BAB, saves, and skills, let alone class abilities and spell progression lost for relevant classes. It's far more intuitive to treat them at CL and recognize the situations where they outperform that then fix on them an ECL label that doesn't reflect their power in any situation.
  • LA-races start off more powerful: Drow clearly don't start off three times as survivable as a normal race, but are required to survive three times as long at 1 HD. For CvC purposes, the benefits are statistically minor, and in fact, I think you'll find a dwarf v. elf is more unbalanced than drow v. elf except against a wiz/sorc. Since the benefit of "free XP" is only significant at low levels, where most of those abilities are of marginal value (how many CR <5 mobs trigger SR for any more than resisting a magic missile or two?), and slow advancement exacerbates the XP penalty to the point that it more than compensates.
As to Mulu: Again, an interesting save their mate, but I think you're trying to split so many differences that it ends up combing across as just that - a compromise that doesn't really do anything super well. It's not completely unacceptable - I just don't think anyone's made a remotely convincing case to deviate from what we did in NWN1, which I think is a decent - and much simpler system with greater canon fidelity than anything else proposed except for Obsidian's base system - map of the canon rules onto ALFA's structure.

The mere fact that I am championing the simplest system should make hell freeze over.
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Post by Veilan »

You keep coming back to CvC, when the argument presented earlier was based on on the average taken over all levels and situations. How frequent do you think it is in ALFA? How frequent do you know it is? Clearly not the regular modus operandi, can we agree on that?

Basing most of your balance arguments off CvC same class same ECL is insufficient, and disappointingly blinders-visioned.

We agree on one point:
AlmightyTDawg wrote: I don't know anyone who would seriously call their abilities level-equivalents
They aren't, they're average power-equivalents to a level. Of course, I fully concede that on say, ECL 3-5 or so they're inferior to class levels, as those are the levels where the first hit die suddenly boosts your hit points by +100%. However, later on they clearly are more powerful - I'm not certain about your depth of in-game ALFA / CRPG combat experience, but dismissing abilities as invisibility and darkness in a real-time combat environment where you can't always choose the fights is short-sighted.
Since that seems to be the norm, let's just put it in an easy to digest snapshot: A human 1 usually can't beat nor escape the troll, any drow or duergar 1 can.
Since in ALFA you don't always get level-appropriate encounters (unless if you play only with a DM who is very protective), the ability to avoid combat is a lot more powerful in PnP. So, first of LA races start less powerful, later on they get more powerful - with access to abilities that other players here dont have. It does not matter whether they may perhaps not beat that human fighter 11 in direct CvC with their 9 drow fighter or 10 duergar fighter (mind you, they can still escape it...), what matters is that they laugh and shrug off those spell-stitched zombie hordes and waste significantly less ressources (hp are a ressource in this consideration as well, of course) in your usual situation. Placing the responsibility here with the (possibly non-present) DM is a bit of a cop-out and ignores the reality of our PW.

By the way, copying ALFA 1s system is clearly not the most simple system available to us - Obsidian standard would be - but I will blame your attempt at obfuscation on your lawyer-nature ;).

This said, my concern is still the entry-level for "non hardcore drow" players, those who may not be able to make full use of the awesome "escape unwanted combat" abilities and have a lower survivability to start with. ALFA 1 is still harder there than lesser races, and Obsidian is outright brutal. Inny's idea, numbers aside, is better suited to address it there. Of course, lesser races still wins in every aspect of consideration, and I'm not saying that because I drank its kool-aid. It fixes every and all problems both for regular hardcore drow players as well as "try out" LA players as well as the rest of the normal community. The only thing it does is require is for you to assume that "resistant to magic" isn't such a powerful property as you've known it to be - that this is not a loss in flavour, but in power, is apparent; it's same flavour less strong taste. It's a good indicator to me that the LA community is fully aware their LA properties outperform class levels later on, however, here we have to consider broader interests as well.
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Post by AlmightyTDawg »

Alara wrote:You keep coming back to CvC, when the argument presented earlier was based on on the average taken over all levels and situations. How frequent do you think it is in ALFA? How frequent do you know it is? Clearly not the regular modus operandi, can we agree on that?
AlmightyTDawg wrote:The problem I have with the entire line of argumentation being made here is that it's inconsistent. One has to argue that because the snapshot of lvl1 LA versus lvl1 normal ends up in the LA's favor, that justifies a system that offsets them. But when the reverse is noted - that the offset creates a snapshot that's unfair, then you want to look at the full spectrum over all levels.
What we choose as our starting system makes surprisingly little difference once you hit the mid levels, where the only time LA-races dip back into fewer levels below normals than their LA-penalty might imply are over brief XP windows. The XP penalty quickly brings the different races to offset levels that match the LA penalty, so only the early levels make a real difference. In general, they still trail by the amount they're supposed to. Measured against the number of variables in XP, and averaged over all levels, the starting system is largely irrelevant.

Given that, what we should be doing is figuring a system that's more appropriate for levels 1 - 4.
Alara wrote:Basing most of your balance arguments off CvC same class same ECL is insufficient, and disappointingly blinders-visioned.
Actually, my main concern is mobs and DM-spawned material; the CvC is what I hedge on because there are clear competitive advantages - though no worse than low-level fighter v. low-level wiz (the moral being, don't get involved in CvC as a low-level wiz). And my point is that if you take ECL to its logical extension, which is putting a group of lvl1 drow consistently up against CR3 mobs, you're going to have a lot of TPKs and eventually conclude "wow, maybe they aren't 3rd level equivalents." I also use CvC because it's a direct normal v. LA-race comparison of capability on a more level playing field than arbitrary CRs, which can be based on odd choices like high HP, low damage potential and so on.
Alara wrote:They aren't, they're average power-equivalents to a level. Of course, I fully concede that on say, ECL 3-5 or so they're inferior to class levels, as those are the levels where the first hit die suddenly boosts your hit points by +100%. However, later on they clearly are more powerful - I'm not certain about your depth of in-game ALFA / CRPG combat experience, but dismissing abilities as invisibility and darkness in a real-time combat environment where you can't always choose the fights is short-sighted.
Over that level period, normal PCs would clearly have the option of acquiring these "escape" abilities. The only portion where you'd give the innate "escape" abilities the nod is over the period of CL 1 - 3 where PCs conceptually couldn't acquire them. Personally, I'm not fully convinced that darkness is a magical escape tool either. Nor are they necessarily a help except in instances where you can identify the disadvantage early enough, at which point running is often just as effective. Still, even later on, scaling abilities which become more powerful are still situational - it's tree falling in the woods material. If a drow fights a non-magic using creature, the SR is temporarily irrelevant. So even while more powerful (and more relevant because more challenges trigger SR) it's still situational in nature. I'm just arguing that's a different dynamic than the ECL system addresses.
Alara wrote:By the way, copying ALFA 1s system is clearly not the most simple system available to us - Obsidian standard would be - but I will blame your attempt at obfuscation on your lawyer-nature ;).
AlmightyTDawg wrote:I just don't think anyone's made a remotely convincing case to deviate from what we did in NWN1, which I think is a decent - and much simpler system with greater canon fidelity than anything else proposed except for Obsidian's base system - map of the canon rules onto ALFA's structure.
Emphasis added. I've argued that we had a system and should need to justify shifting from that - given the experiences we had where even that system had huge issues with how difficult CL1-2 were, I saw Obsidian as such a nonstarter it didn't merit discussion. Apparently I was wrong, but I'm at a loss as to why.
Alara wrote:Of course, lesser races still wins in every aspect of consideration, and I'm not saying that because I drank its kool-aid. It fixes every and all problems both for regular hardcore drow players as well as "try out" LA players as well as the rest of the normal community. The only thing it does is require is for you to assume that "resistant to magic" isn't such a powerful property as you've known it to be - that this is not a loss in flavour, but in power, is apparent; it's same flavour less strong taste. It's a good indicator to me that the LA community is fully aware their LA properties outperform class levels later on, however, here we have to consider broader interests as well.
Like I said, lesser races - the "full nerf" proposal - solves the technical issues involved. It's basically saying "well, we can't make LA work, so screw it." I just don't see why we need to go there - it's a cop-out to me. Particularly because I haven't seen anyone identify a serious "problem" with the NWN1 system - except for technical issues, such as possibly cheating the low-level treadmill by skipping out on the XP penalty because low-level as an LA-race stunk - the only problem has been lack of canon-fidelity (to the XP system) which has been demonstrated as pretty much irrelevant in our scheme. And seeing as the proposed solution to the problem produces an arguably larger break from canon, I think the big picture has been lost here.

By contrast, I believe the adage "if it ain't broke, don't fix it" is startlingly relevant.
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Post by Rusty »

ATD, the 'compelling reason to deviate' is that extending the low HD hurdle by any factor (and SUM(LA)*1000) does that) is painful for all LA-race players and crippling for new LA-race players. It creates an environment in which Player, far more than PC, will determine survivability, and while this is a truth universally acknowledged across ALFA, it will be felt with an unbearable keenness by those choosing to play LA.

Haven't you been arguing that the LA system doesn't work?
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Post by AlmightyTDawg »

Okay, now if that's the reason to deviate, it's because lvl 1 is too hard. It's not because of any competitive imbalance or starting power base - which some seem to push.

At which point we NEVER discuss Obsidian again. It's off the table. Anyone mentioning it should be mocked incessantly.

At which point we NEVER discuss Savage Species (hard) again. Mulu's "low-HD racial levels" proposal might still be on the table.

At which point Inny's solution is off the table. As is the status quo. As is anything which has >1000xp to gain. But that's the point for me - I don't think everyone agrees on the problem in having these discussions.

So if that's the reason, now we're evaluating on the basis of a) how much XP to gain at 1st level, b) campaign impacts, and c) canon impacts.

For example, lesser races solves a) and b), but has an issue with c). Savage Species (soft) is lesser races + a sort of PGish quasi-racial PrC that is either better or worse on canon based on your opinion. Mulu's HP-gaining Savage Species (hard) is also in the same sort of boat, but has structural issues (total HP, total skill points, etc.) more at the forefront.

Personally, I'd say use the SUM(LA) system and optionally let people gain up to 2000xp at character creation. No canon impact (just "start at level 1" impact), virtually everyone spends less time in level 1 (except svirfs, but we hate them anyway), but still close enough to level 1 to not really effect that competitive balance of a server.
Rusty wrote:Haven't you been arguing that the LA system doesn't work?
I'm not a fan (I fear all BBBM material), and I don't think ECL is an appropriate measure for CR, but the base system we used (LA used for determining XP penalty) in the past is a decent approximation. It balances abilities with slow advancement in a reasonable way, if not perfect.
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Post by Rusty »

We discuss all kinds of things, all the time, many of which aren't worth the pixels they're displayed in. You're expecting this to change?

The only two remotely satisfactory options are SUM(LA) and LR. (The former would require smurfs either removed or nerfed to LA+2.)

Of those, the 'compelling reason' to prefer LR over SUM(LA) - arguments over the merit of ECL quantification aside - is the elimination of the low HD hurdle and thus the opening up of LA to a wider group of players than those who can guarantee benefactor DMs.

I'm not clear on your 2k grant: for all races? While this would redress the balance somewhat in favour of SUM(LA), it does rather seem like a botched attempt to just have all PCs start at the same level, no?
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