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(Revisions. If we're going to convert this to NWN info, let's not do it half-way.)
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'''Effective character level (ECL)''' is a way to compensate for the traits of the more powerful [[race]]s. The average [[drow]], for example, has several powerful abilities that make them more powerful than [[human]]s. To compensate for this, [[PnP]] use the concept of an ECL.
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'''Effective character level (ECL)''' is a way to compensate for certain [[class]]es having a harder time at low levels in Neverwinter Nights (especially in single player). This is implemented by counting some classes as a lower level than they actually are when calculating the [[experience point]] awards for killing monsters. (This results in higher awards, hence faster leveling.) For a multiclassed character, the ECL for each class is calculated separately (sometimes called the '''effective class level'''), then these are added to get the character's ECL.
   
ECL “lags” your character behind by a certain number of levels, to compensate for your more powerful racial capabilities. If drow have an ECL of +2, that means that they are treated as level 3 characters at level 1. For example, a human with 11000 XP would normally be level 5 and is treated as such; a drow with 11000 XP is only level 3, but is treated as a level 5.
 
 
In Neverwinter Nights, ECL is implemented by the game counting some classes as a lower level than they actually are, compensating the weaker classes with an early xp bonus. To get your multiclassed NWN Characters ECL, simply add the ECL level for each class according to how many levels you have in that class.
 
 
ECL Level Table:
 
   
 
{|border=1 cellpadding=5 cellspacing=0
 
{|border=1 cellpadding=5 cellspacing=0
!Level!!Barbarian!!Bard!!Cleric!!Druid!!Fighter!!Monk!!Paladin!!Ranger!!Rogue!!Sorcerer!!Wizard!!Prestige Classes
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!rowspan= 2|True<br/>Level
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!colspan=12|Effective Class Level
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|-
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!Barbarian!!Bard!!Cleric!!Druid!!Fighter!!Monk!!Paladin!!Ranger!!Rogue!!Sorcerer!!Wizard!!Prestige Classes
 
|-
 
|-
 
|align=center|1||align=center|1||align=center|1||align=center|1||align=center|1||align=center|1||align=center|1||align=center|1||align=center|1||align=center|1||align=center|1||align=center|1||align=center|1
 
|align=center|1||align=center|1||align=center|1||align=center|1||align=center|1||align=center|1||align=center|1||align=center|1||align=center|1||align=center|1||align=center|1||align=center|1||align=center|1
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|}
 
|}
   
After LVL 14 all classes progress in the same way, 1+ECL/LVL.
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After level 14 all classes progress in the same way, with ECL equal to the true level.
   
   
== Notes ==
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== Pen and Paper comparison ==
   
*[[BioWare]] did not implement ECL in the same sense as [[PnP]] because Neverwinter Nights does not (by default) support [[subrace]]s and monster races which are the main sources of ECL and thus it was not needed.
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In [[pen and paper]] D&D, ECL is used to compensate for the traits of the more powerful [[race]]s. The average [[drow]], for example, has several powerful abilities that make her more powerful than a [[human]], and so would always be considered to be two levels higher than the sum of her class levels. Thus a drow character would gain levels slower than a human, balancing out the racial advantages.
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[[BioWare]] did not implement this racial ECL presumably because they implemented neither [[subrace]]s nor monster races, which are the main sources of racial ECL.
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== Notes ==
   
*BioWare did, however, implement a class-based ECL system where some classes get bonuses such that the game treats them as if they were lower than their actual level.
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*Some [[module]]s have [[script]]ed various systems to implement subraces, and some of these include pen-and-paper style ECL. One such system utilizes racial [[hit dice]], but this solution has the drawback of using one of the character's three potential classes for these racial hit dice, limiting characters with racial hit dice to two "real" classes.
   
*Many [[module]]s have [[script]]ed various systems to handle subraces. One such system involves giving such characters Racial [[Hit Die]]; however this solution has its own differences from [[PnP]] as GUI limitations prevent characters from taking more than 3 classes and Racial HD take up one slot limiting special races to only 2 classes.
 
   
 
[[Category:Game rules]]
 
[[Category:Game rules]]

Revision as of 20:59, September 12, 2007

Effective character level (ECL) is a way to compensate for certain classes having a harder time at low levels in Neverwinter Nights (especially in single player). This is implemented by counting some classes as a lower level than they actually are when calculating the experience point awards for killing monsters. (This results in higher awards, hence faster leveling.) For a multiclassed character, the ECL for each class is calculated separately (sometimes called the effective class level), then these are added to get the character's ECL.


True
Level
Effective Class Level
BarbarianBardClericDruidFighterMonkPaladinRangerRogueSorcererWizardPrestige Classes
1111111111111
2211122221112
3321233332113
4422243442224
5542353554225
6654465665446
7767777776667
8878888888888
9989999999999
1010910101010101010101010
11111011111111111111111111
12121112121212121212121212
13131213131313131313131313
14141414141414141414141414

After level 14 all classes progress in the same way, with ECL equal to the true level.


Pen and Paper comparison

In pen and paper D&D, ECL is used to compensate for the traits of the more powerful races. The average drow, for example, has several powerful abilities that make her more powerful than a human, and so would always be considered to be two levels higher than the sum of her class levels. Thus a drow character would gain levels slower than a human, balancing out the racial advantages.

BioWare did not implement this racial ECL presumably because they implemented neither subraces nor monster races, which are the main sources of racial ECL.

Notes

  • Some modules have scripted various systems to implement subraces, and some of these include pen-and-paper style ECL. One such system utilizes racial hit dice, but this solution has the drawback of using one of the character's three potential classes for these racial hit dice, limiting characters with racial hit dice to two "real" classes.
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