[Variant Rule] Reintroducing Level Adjustments

Started by Throndir, June 13, 2016, 11:16:37 AM

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Implement Level Adjustments?

Yes
No

Throndir

Hey guys,

So Pathfinder dropped the rules for Level Adjustments in a bid for simplification, however that doesn't give any drawbacks for taking a race with 30+ RP points, or a template. What do you guys think of adding back LA again to PF as a houserule?

Here are the specifics.




Monster as PC Race
Case by case basis. I'll probably follow the rules in Savage Species to figure out LA.

Custom Race using Paizo Race Builder
1 - 14 RP Points: +0 LA
15 - 24 RP Points: +1 LA
25 - 34 RP Points: +2 LA

This is only a guideline though, to make it even out with everything else, I'll still run it through the Savage Species rules below to determine LA. I'll simply go with whatever is higher.

Template Added to PC Character
Similar to Monster Races above, also case-by-case basis, and following the rules in Savage Species to figure out LA. Or the CR Increase of the template, whichever is higher.




To eventually remove the LA, we'll follow the rules outlined here: http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm

Any suggestions or comments?

Throndir

#1
As a copy paste, here's the info in Savage Species that I planned to follow.

Introductory

Unbalanced Ability Scores: Table 2–7: Ability Score Equivalencies in the DUNGEON MASTER's Guide shows how to balance ability scores. A monster that does not follow those rules gains at least a +1 level adjustment. A higher level adjustment is appropriate if the monster's ability score bonuses (especially Strength or Constitution modifiers) are particularly high. Not having a Constitution score is actu-ally a benefit, since a monster without one can ignore most effects that require Fortitude saves.

Size: A Large creature gets no level adjustment for size. Its level adjustment is based on its reach instead.

A Small creature gets a –1 level adjustment. It is some-what harder to hit than a Medium-size one, but it moves more slowly and must use smaller weapons. A Small crea-ture also typically has a lower Strength score than a Medium-size creature.

Natural Armor Bonus: A natural armor bonus is worth at least a +1 level adjustment, plus an additional +1 for every 5 points of natural armor bonus beyond the first 5.

Speed: A monster's speed can affect level adjustment in a variety of ways, depending on the kind of movement involved.

Swim: A monster with a swim speed generally does not gain a level adjustment. However, if you are running a pirate campaign, or any other campaign where characters spend much of their time on or under the water, assign a monster with a swim speed a +1 level adjustment.

Fly: A monster with a fly speed gets a +1 level adjustment if its maneuverability is worse than good, or a +2 level adjustment if its maneuverability is good or better.

Climb and Burrow: A climb or burrow speed is generally worth a +1 level adjustment.

Natural Weapons: If a monster gains multiple attacks in a single round before a fighter of equal Hit Dice would do the same, or if the monster's natural weapons deal more damage than a simple or martial weapon it could wield in one hand, the monster gains a +1 level adjustment.

Reach: Beyond 5 feet, every additional 5 feet of reach is worth an additional +1 level adjustment. A monster with a 10-foot reach gets a +1 level adjustment, and a monster with a 15-foot reach gets a +2 level adjustment.

Skills and Feats: A base creature with three or more racial bonuses on skill checks gets a +1 level adjustment.

Likewise, two or more bonus feats because of race gain the creature a +1 level adjustment.

Special Attacks and Special Qualities: The trickiest areas of level adjustment, these features require careful thought. A long list of features does not automatically grant a large level adjustment, since monsters can generally use only one special attack per round. A single feature is not always worth a level adjustment, since characters of the standard races can often achieve the same result through their class features, magic items, or spells. In general, a spe-cial attack or special quality that a character of a standard race cannot duplicate is worth a +1 level adjustment. Below are several specific examples to illustrate how to assign level adjustments to creatures in the introductory category.

Ability Score Damage:This special attack is worth a +1 level adjustment unless the affected ability score is Constitution, in which case the level adjustment rises to +2.

Blindsight: This special quality is worth a +1 level adjust-ment.

Poison: This special attack is worth a +1 level adjustment unless the affected ability score is Constitution, in which case the level adjustment rises to +2.

Scent: This special quality is worth a +1 level adjustment.

Spell-Like Abilities: Since characters of the standard races generally have access to spells, spell-like abilities are worth a level adjustment only when those abilities exceed what a spellcasting character of a level equal to the creature's CR could do. If the creature can use any spell-like ability at will, it gains a +1 level adjustment.

Spellcasting Ability: Since characters of the standard races can generally duplicate this ability, it is worth a level adjust-ment only when the monster's spellcasting ability exceeds what a character of a level equal to the creature's CR could do. If the creature can cast spells at a caster level higher than its Hit Dice, it gains a +1 level adjustment.

Spell Resistance: This special quality is worth a +1 level adjustment, regardless of the amount.

Resistance to Energy: This special ability is worth a level adjustment of +1/2 per energy type (rounded up). Therefore, electricity resistance 10 by itself is worth a +1 level adjust-ment; but electricity resistance 10, fire resistance 10, and sonic resistance 10 together are worth a +2 level adjustment. Each resistance greater than 20 is worth an additional +1 level adjustment, so electricity resistance 10, fire resistance 20, and sonic resistance 10 together are worth a +3 level adjustment.

Intermediate

Size: Tiny and smaller monsters trade being harder to hit for lower Strength scores and the need to enter another char-acter's space to engage in melee combat. Such a creature gets the same –1 level adjustment as a Small creature does.

Breath Weapon: A breath weapon is worth a +1 level adjustment, at minimum. The greater the blast area and the

higher the damage potential, the higher the level adjust-ment. See the Breath Weapons and Level Adjustments side-bar for more information.

Constrict:This ability is worth a +1 level adjustment, +2 if it does more damage than standard weapons.

Damage Reduction: This ability is worth at least a +1 level adjustment. Damage reduction that is effective against weapons with a magical property other than an enhance-ment bonus is worth a +2 level adjustment.

Fast Healing:Fast healing allows characters to heal with-out expending spells, potions, or charges of magic items. If the monster heals 3 or fewer hit points per round, fast heal-ing is worth a +1 level adjustment. For every additional 3 hit points (or fraction thereof) healed, add +1 to the level adjustment, so that a creature with fast healing 10 has a level adjustment of +4 from that ability.

Fear: This ability is worth a +1 level adjustment.

Frightful Presence: This ability is worth a +1 level adjustment.

Gaze: This ability is worth a +1 level adjustment.

Regeneration: This special quality is worth a +2 level adjustment. Characters with regeneration are, for the most part, unkillable. They recover from any amount of damage (except damage of the type to which they are specifically vulnerable), given enough time.

Advanced

Nonabilities: Some creature types have nonabilities, as explained in the introduction of the Monster Manual. Such creatures are playable character types, provided that they still meet the requirements outlined in Choosing a Base Creature at the start of this chapter. The character's ability score for a nonability is not 0; your character simply lacks it altogether. For instance, a vampire player character has no Constitution score, which gives it a +0 Constitution modi-fier (see Nonabilities in the introduction of the Monster Manual). Thus, such a character depends solely on die rolls for hit points. A check with any Constitution-based skill, such as Concentration, uses the character's Charisma modi-fier or its +0 Constitution modifier, whichever is higher. Fortitude saves are usually unnecessary for a creature with-out a Constitution score, so feats such as Great Fortitude are no longer useful. However, a character who already has such a feat prior to becoming an undead (or otherwise gaining a nonability) cannot exchange it for a different one.

Type and Subtype: The construct, elemental, or plant type is automatically worth a +1 level adjustment. The undead type is usually worth a +2 level adjustment. A crea-ture with the incorporeal subtype gets an additional +2 level adjustment.

Energy Drain: This special attack is worth a +2 level adjustment.

Improved Grab: This special attack is worth a +1 level adjustment.

Psionics: The ability to use psionics is worth a +2 level adjustment.

Ray: An attack that functions as a ray is worth a +1 level adjustment.

Sonic Attack: This special attack is worth a +2 level adjustment.

Swallow Whole: This special attack is worth a +2 level adjustment.

Trample: This special attack is worth a +2 level adjust-ment.

Turn Resistance: Turn resistance of +5 or lower is worth no level adjustment; turn resistance of +6 or higher is worth a +1 level adjustment.

Wish: The ability to grant wishes (as the wish spell) is worth a +3 level adjustment. DMs should strongly consider forbidding monsters with this ability as characters. Alterna-tively, a DM may choose to strip such a monster of that power (and the corresponding +3 level adjustment) before allowing it in the game as a PC.