What you say is false, Alitar, because it simply does not match the evidence in game.
The strongest ECL races, aasimar and tiefling, as well as drow, offer comparable mechanical benefits to a shield dwarf for most character builds. Yet we see way more elves, humans and other "weaker" races than shield dwarves among the playerbase. If what you say were true we would see many more shield dwarves playing basically every class except for bard. We don't see anything like this, on the other hand, shield dwarves are moderately uncommon. Hence there must be other factors at play here and what makes most of the playerbase choose which race to play is definitely not kismet cost or mechanical power of the race in question.
So the idea that ECL keeps low the numbers of these races falls apart. Moreover the idea that numbers of these races need to be kept low is also wrong. We could actually use more orcs, deep gnomes and drow, and it is currently pretty bad that these races are played so little. So your argument is actually a very good reason why ECL should be removed, rather than kept.
Garrahk wrote:ECL is indeed an awful way to balance things, especially when you consider the RP restrictions, quest restrictions, alignment restrictions, and area restrictions. The entire point of powerful races is to be powerful.
First things first: ECL is broken and unbalanced. In every single one of its incarnations. Its FK incarnation even more so. The evidence out there to support this is more than abundant and I linked several sources for it in my previous posts in this thread. But more than evidence here we have a simple mathematical truth, as the level cap make these races
mathematically underpowered.
In general, anyway, what you say is true, powerful races are meant to be powerful. Right now what ECL realizes is making you struggle much more in order to still remain behind, which makes, obviously, no sense. It is simply extremely poor design.
This out of the way, it must also be reminded that the currently playable ECL races actually are not that powerful to begin with. We are not talking about wemics and centaurs with crazy attribute bonuses. We are talking about races that offer essentially the same benefits of a shield dwarf. And in some cases there are even feat taxes, like daylight adaptation or the wing feats, which for classes that can cast fly or air walk are just a tax on rp, rather than an advantage.
As for spell resistance, whoever has played a drow or a deep gnome knows full well that with its advantages come also very big issues, especially when one is in group, as the lower command lasts very little and has lag during combat. And resisting a healing spell can often be fatal in more than one situation. I would lower spell resistance by 10 points personally, regardless of ECL, just to increase the survival rate of my UD toons.
In general the way ECL is implemented here is harming the game and our community immensely. I don't know of any other game that penalyzes the "bad guy" races in the punishing way FK does. This is in fact heavily reflected in game by the fact evil roleplay, especially related to these races, is heavily underrepresented. And this, in practical terms, equates to a very big loss in userbase. Why? Because of what I call the restaurant phenomenon.
If you have a restaurant and offer rice and pasta, but stop to offer the latter because you want your customers to eat the former, you will not actually sell much more rice. You will simply lose customers because they will go to eat pasta
elsewhere! In other words we see few orcs or drow, not because their players are playing humans instead, but because they are actually playing orcs and drow somewhere else (like another MUD or a NWN server for example), where they are not punished for simply choosing to play something different.
In other words by keeping ECL we are shooting ourselves in the foot. Because playing humans, elves and dwarves is something that can be done in virtually any fantasy multiplayer game, so we will hardly stand out for that, even if we are a stellar community. On the other hand, the places where one can roleplay a "dark race" are not so many out there, and we could really have the potential to support such roleplay, but not until ECL is there of course. There are countless games with the shining elven city, but the only place where one can play a drow in Menzoberranzan is Forgotten Kingdoms. And it's a real shame that due to an extremely poorly designed mechanic as ECL the place is a ghost town.
So, to sum up, I see these solutions:
Complete removal: as the words imply, simply eliminate the whole ECL system entirely, at least for the currently playable races. They do not have these great advantages all things considered (stats, feat taxes, isolation, alignment, etc.) and encouraging grinding for races which have a very difficult roleplay is not exactly what selects good players for them.
Level cap removal: keep the ECL, but make so that the maximum level is 50 for everybody. ECL races will simply need much more experience to achieve the max level than normal races. This is in my opinion the most balanced way to fix the issue, the solution I proposed in the first post of this thread and the one I stand by now. ECL races are hurt more by the lack of a community than by the mere xp grind, and the community is killed by ECL, which is real gameplay-induced genocide. The positive side is that this keeps some balance with non-ECL races, as an ECL race will require more experience to advance, so what they gain of more powerful is balanced by the fact they take more to get it. This is the same logic for which somebody who grinds a spell to grandmaster is, rightly, more effective with that spell than someone who keeps it at apprentice, and it is also the way ECL is meant to work in tabletop and other videogames.
Review the current ECL: simply readjust the ecl races so that they are less harshly punished. This means, remove ECL for orcs and genasi, since they don't have any advantage to begin with, and lower it to 2 for drow and deep gnomes since they are isolated and 5 is really too high to even be truly playable. This is not a good solution, since the problems and the unbalance will remain, but at least it will be more bearable. A half-fix is better than no fix.
I thank Elerian for bumping the thread, I had this post in mind from a while now, as I wanted to make a summary of where we had arrived so far and what were the general considerations. I am glad to see more people speaking out against this extremely harmful mechanic and I hope this will help one day to see it
dealt with appropriately.