Norr
2008-09-03, 04:14 PM
Why Basic LA Sucks More Than It Should:
Everyone knows that level adjustments, though necessary, could have been done better.
An adventurer has a CR equal to its character level, which means two adventurers of the same levels should have a 50/50 chance of winning. An Aranea has a CR of 4, but an ECL of 7. This means an unmodified aranea played as a PC (3HD magical beast) is considered the same CR as an NPC aranea with three additional class levels. How does this work? And don't even start me on illithids.
This is partly because, when you take a peek in Savage Species, you will see that many of the evaluations that serve as a base for LA is not actually based on HD or levels. If you are a 1st level commoner with fly speed (average) or better, you get +1 LA. If you are a 10th level wizard and have fly speed (average), you get a +1 LA, despite having a spell for that sort of thing since 5th level.
Having more attacks than a fighter of the same level is LA+1. This is based on HD and therefore scale with creature HD in most cases, but spell resistance is worth +1 LA or higher, regardless of the amount, scaling or not.
The above is somewhat simplified and therefore not accurate in every little detail, but it gets the general idea across.
There's two steps to fixing such problems.
One: redefine level adjustments. I will do this by making a special kind of HD: the Adjustment Level (creative huh?).
Two: change the way you assign level adjustments.
The Idea:
The idea behind the AL is that all creatures with LA lack staying power. Hit points are in some cases (succubi, illithids, aranea etc) equal to or less than half of a similar character without LA. A 6HD illithid is no match for a 15th level monk, but if that same illithid was a PC it is suddenly considered an equal match, despite having only 44 hp versus the monks 82 hp (with 12 CON, same as illithid). Similarly, that illithid would have 4BAB versus the monks 11 BAB. Sure, the illithid have some cool abilities, but they aint worth a rotten lingonberry if your opponent keeps laughing at your low DCs and accuracy.
The Adjustment Level
This is what I propose for the Adjustment level:
Adjustment levels replace LA on a one-for-one basis. An aranea (+4 LA) would have 4 AL and no LA.
Adjustment levels are like regular HD or character levels, with a few changes. For an easy-to understand analogy (I know I need one right now) think of the adjustment levels as a n'th level base class with the following features.
HD+HP: The amount of HP gained each adjustment level is equal to half the maximum hp gained from the base creatures HD (D8 for humanoids, aberrations, animal etc. D12 for undead and dragons) rounded down -0,5 and rounded down again. Therefore an aranea (+4 AL, D8 HD) would gain (8/2-0,5)*4=14 hp due to its adjustment levels (total 35 for CON 14 at ECL 7). HP bonus from a high constitution score is ½ CON bonus/AL, rounded down, for hp gained from adjustment levels.*
*Example: A Sahuagin has 2 HD, 2 LA and 12 CON. As a monster it has 2D8+2 (avg 11) hp. As a player character, that same Sahuagin would have 2d8+2 + ((8/2-0,5)*2)+1 (avg 19) hp. Note that a PC sahuagin is supposed to be a CR 4 threat, and NPC sahuagin are CR 2.
BAB: The adjustment levels have a poor BAB progression, giving ½ BAB per adjustment level. The above mentioned aranea would gain +2 BAB (total +5 for an ECL of 7).
Saves: The adjustment levels have a poor progression for all saves, giving 1/3 to each save per adjustment level. The above mentioned aranea would gain +1 to all saves (total fort +6, ref +6, will +5, for an ECL of 7).
Skills: Every adjustment level gives 2 skill points +int. A skill is a class skill for an adjustment level if it is a class skill for the base creature or any of the creatures classes. I mean, seriously, a bugbear rogue should be able to sneak just as well as a human rogue, everything else would be dumb.
The purpose of adjustment levels are to allow for level adjustments but not making larger amounts than +2 LA cripple an otherwise playable monster.
Some monsters have too low LAs for their abilities (half dragons) and others have too high LAs for their abilities (illithids, aranea, erinyes etc). If the adjustment level makes an LA creature too powerful, add more adjustment levels until an equilibrium is reached.
A table for ease of reference would look like this:
Adjustment levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save
1st|
+0|
+0|
+0|
+0
2nd|
+1|
+0|
+0|
+0
3rd|
+1|
+1|
+1|
+1
4th|
+2|
+1|
+1|
+1
5th|
+2|
+1|
+1|
+1
6th|
+3|
+2|
+2|
+2[/table]
Skill points per level equal to (2+int bonus)
Class skills are equal to base creatures class skills or class skills of the creatures character classes.
For adjustment levels above 6th, just add new ones starting over from 1st, same modifiers.
However, always remember this little thing:
If your DM can trust you not to break your character, your DM will trust you to play your character.
Everyone knows that level adjustments, though necessary, could have been done better.
An adventurer has a CR equal to its character level, which means two adventurers of the same levels should have a 50/50 chance of winning. An Aranea has a CR of 4, but an ECL of 7. This means an unmodified aranea played as a PC (3HD magical beast) is considered the same CR as an NPC aranea with three additional class levels. How does this work? And don't even start me on illithids.
This is partly because, when you take a peek in Savage Species, you will see that many of the evaluations that serve as a base for LA is not actually based on HD or levels. If you are a 1st level commoner with fly speed (average) or better, you get +1 LA. If you are a 10th level wizard and have fly speed (average), you get a +1 LA, despite having a spell for that sort of thing since 5th level.
Having more attacks than a fighter of the same level is LA+1. This is based on HD and therefore scale with creature HD in most cases, but spell resistance is worth +1 LA or higher, regardless of the amount, scaling or not.
The above is somewhat simplified and therefore not accurate in every little detail, but it gets the general idea across.
There's two steps to fixing such problems.
One: redefine level adjustments. I will do this by making a special kind of HD: the Adjustment Level (creative huh?).
Two: change the way you assign level adjustments.
The Idea:
The idea behind the AL is that all creatures with LA lack staying power. Hit points are in some cases (succubi, illithids, aranea etc) equal to or less than half of a similar character without LA. A 6HD illithid is no match for a 15th level monk, but if that same illithid was a PC it is suddenly considered an equal match, despite having only 44 hp versus the monks 82 hp (with 12 CON, same as illithid). Similarly, that illithid would have 4BAB versus the monks 11 BAB. Sure, the illithid have some cool abilities, but they aint worth a rotten lingonberry if your opponent keeps laughing at your low DCs and accuracy.
The Adjustment Level
This is what I propose for the Adjustment level:
Adjustment levels replace LA on a one-for-one basis. An aranea (+4 LA) would have 4 AL and no LA.
Adjustment levels are like regular HD or character levels, with a few changes. For an easy-to understand analogy (I know I need one right now) think of the adjustment levels as a n'th level base class with the following features.
HD+HP: The amount of HP gained each adjustment level is equal to half the maximum hp gained from the base creatures HD (D8 for humanoids, aberrations, animal etc. D12 for undead and dragons) rounded down -0,5 and rounded down again. Therefore an aranea (+4 AL, D8 HD) would gain (8/2-0,5)*4=14 hp due to its adjustment levels (total 35 for CON 14 at ECL 7). HP bonus from a high constitution score is ½ CON bonus/AL, rounded down, for hp gained from adjustment levels.*
*Example: A Sahuagin has 2 HD, 2 LA and 12 CON. As a monster it has 2D8+2 (avg 11) hp. As a player character, that same Sahuagin would have 2d8+2 + ((8/2-0,5)*2)+1 (avg 19) hp. Note that a PC sahuagin is supposed to be a CR 4 threat, and NPC sahuagin are CR 2.
BAB: The adjustment levels have a poor BAB progression, giving ½ BAB per adjustment level. The above mentioned aranea would gain +2 BAB (total +5 for an ECL of 7).
Saves: The adjustment levels have a poor progression for all saves, giving 1/3 to each save per adjustment level. The above mentioned aranea would gain +1 to all saves (total fort +6, ref +6, will +5, for an ECL of 7).
Skills: Every adjustment level gives 2 skill points +int. A skill is a class skill for an adjustment level if it is a class skill for the base creature or any of the creatures classes. I mean, seriously, a bugbear rogue should be able to sneak just as well as a human rogue, everything else would be dumb.
The purpose of adjustment levels are to allow for level adjustments but not making larger amounts than +2 LA cripple an otherwise playable monster.
Some monsters have too low LAs for their abilities (half dragons) and others have too high LAs for their abilities (illithids, aranea, erinyes etc). If the adjustment level makes an LA creature too powerful, add more adjustment levels until an equilibrium is reached.
A table for ease of reference would look like this:
Adjustment levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save
1st|
+0|
+0|
+0|
+0
2nd|
+1|
+0|
+0|
+0
3rd|
+1|
+1|
+1|
+1
4th|
+2|
+1|
+1|
+1
5th|
+2|
+1|
+1|
+1
6th|
+3|
+2|
+2|
+2[/table]
Skill points per level equal to (2+int bonus)
Class skills are equal to base creatures class skills or class skills of the creatures character classes.
For adjustment levels above 6th, just add new ones starting over from 1st, same modifiers.
However, always remember this little thing:
If your DM can trust you not to break your character, your DM will trust you to play your character.