| Post/Author/DateTime | Post |
|---|---|
| sorren19308-20-06, 05:58 PM | I'll be starting a new D&D campaign and starting the characters at class level 1 with an effective character level of 3 :eek: to let players customize their characters further. What can players choose from to increase their ECL- eg. special classes, abilities, races, starting stats, etc? Is there any standard for what abilities will increase a characters ECL and by what amount? :confused: Also, what would other DM's consider allowing players to start with, increasing their power and so ECL. I am considering things like: allowing starting stats at 18 for 1 ECL, Fey or Dragon-like races for 1 ECL, +10 skill points for 1 ECL, +2 feats for 1 ECL, +1 class lvl for 1 ECL (obviously) ;) Anyone have any suggestions? Remember, after their initial selections, characters can choose no others through the game. |
| Cifer08-20-06, 06:27 PM | Fey or Dragon-like races for 1 ECL Er... huh? Races are usually paid for in level adjustments and hit dice - I recall no dragon or fey that is worth only +1. |
| sorren19308-20-06, 06:40 PM | Sorry, Fey-like or dragon-like. Maybe half fey with a few fey traits like possibility for wings and invisibility sense, or dragonborn like breath weapon and a tail. My question is, mainly, what types things could be considered for an increase in ECL and by how much do these things increase ECL? (mainly searching for +1 or +2) |
| Cifer08-20-06, 07:20 PM | Sorry, Fey-like or dragon-like. Maybe half fey with a few fey traits like possibility for wings and invisibility sense, or dragonborn like breath weapon and a tail. I'd advise you to simply stick to the templates - half-dragon would be +3 LA, half-fey from Fiend Folio +2 (although I'd consider it under-LAed if you compare it to, e.g., Drow). |