James Jacobs wrote:Because ECL caused more problems than it solved.Fair enough. So what would you recommend for those wanting to play monster PCs?
I really love playing monster/non-standard races. Some thing GM's have used to accommodate my racial preferences is to:
1. Have advanced abilities (flight for example) not come into play until later on. (Young birds can't fly until they are strong enough, so this isn't too bizarre from a role-playing perspective.) The table 'challenging advanced and monstrous races' would lead me to believe that around level 6 is an appropriate time for 'advanced' abilities to manifest and around level 11 is an appropriate time for 'monstrous' abilities to manifest.
2. One way to balance more powerful races is to have them make an equivalent exchange in terms of other avenues to power. For example, my Tiefling had nice racial abilities, but he had to spend one of his feats not to be run out of town. The context of the Race Builder guide makes this sort of system even easier to judge. If a player wishes to build a race using more RP than the cost of a human, rather than making the core races change, simply compare the difference in RP to the RP cost of a human's bonus feat. Then make the character pay an equivalent cost in feats later on, before the extra features will be functional. Sacrificing feats is really harsh, but if the player really wants a particular racial concept, it may be worth it.
The races I have played this way have seemed to mesh well enough with the other standard characters in our campaigns. Admittedly I wasn't trying to break the system.