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<blockquote data-quote="dazzlerdal" data-source="post: 6498737" data-attributes="member: 6695391"><p>Well you have made good points and I can only address them in one way. Power players will always be power players, rules lawyers will always be rules lawyers, roleplayers will always be roleplayers. You can try and balance a system as much as you like but once it gets past 1st level it only becomes more and more unbalanced as you add things onto characters, monsters, etc. I agree a dwarf fighter would probably pick a +2 Str or +2 Con and the choice is up to him, but a dwarf wizard or rogue or druid will find less use from those stats and so would pick something else that does suit him. </p><p></p><p>I have made no attempt to balance the system beyond creating a fairly comprehensive framework for combat (and the other modules) that makes everybody use the same mechanics. I will be limiting most of the class options so they can be taken a maximum of 10 times (apart from caster level) so that should keep things from getting too ridiculous. However if a power player wants to be the best in combat then why spoil his fun by preventing him from taking Weapon Training 10 times. If a rules lawyer wants to be able to ignore Opportunity Attacks then why prevent him. Both characters will be very one dimensional single trick ponies but they will shine in their particular field and that is what makes the player happy. You cannot create a character that is good at everything using any system, and this is no different. What it does allow is the freedom to create a character to whatever concept you wish (rather than multiclassing or trawling through a hundred archtypes or paths etc to find something that vaguely fits what you want). A fighter that prefers to fight in light armour and using a rapier can be just as effective as a raging berserker that wields a two handed axe and wears platemail. Spellcasters and martial characters use the same attack mechanic with the same bonuses tied to attribute scores and magic weapons so that a wizard with Int 16 is as good as a fighter with Str 16 (the wizard will do more damage with spells but those spells are limited in number). I expect someone taking a cleric class to decide what kind of cleric he wants to be, does he want to be an undead hunter, if so then Channel Energy is going to be for him, does he want to be a divine servant then spellcasting is probably going to be for him, if he wants to be a holy warrior then he could choose the Smite ability and other class options that boost his fighting prowess. It is the same for any class, decide what you want to be and then build it out of the class options available. </p><p></p><p>The class options are really very similar in their mechanic. They all add a +1 bonus to a particular statistic (or statistics) or grant an ability (that usually adds a +2 bonus to a statistic) with a limited number of uses. The difference is really down to the preference of the player. If a character wants lots of abilities and doesn't mind the micromanagement of his daily uses then that's up to him. If a character wants to purely boost his attacks and have no special abilities then again that is up to him. Both are possible and since the bonuses are all the same (+1) the unbalancing effect of them is lessened. More importantly the monsters have the same resources available to them (if the DM wants them).</p><p></p><p></p><p>I myself never liked point pools and its a major headache trying to ensure everything is of equal value (or assigning a value to it using the points) as its all relative. I prefer to let people choose what they want. There is no level based progression of statistics beyond what a player chooses to augment. The base of a character's effectiveness is based on his ability scores and that remains nearly constant throughout the game. So if you ignore all combat boosts you will still be able to hit a target with a sword or a spell. Monsters operate on the same rules and so an orc always has a slight chance of hitting a fighter no matter his level, likewise a lowly commoner has a slight chance of hitting a dragon. Effectiveness in combat should not drop to zero no matter what class options are chosen.</p></blockquote><p></p>
[QUOTE="dazzlerdal, post: 6498737, member: 6695391"] Well you have made good points and I can only address them in one way. Power players will always be power players, rules lawyers will always be rules lawyers, roleplayers will always be roleplayers. You can try and balance a system as much as you like but once it gets past 1st level it only becomes more and more unbalanced as you add things onto characters, monsters, etc. I agree a dwarf fighter would probably pick a +2 Str or +2 Con and the choice is up to him, but a dwarf wizard or rogue or druid will find less use from those stats and so would pick something else that does suit him. I have made no attempt to balance the system beyond creating a fairly comprehensive framework for combat (and the other modules) that makes everybody use the same mechanics. I will be limiting most of the class options so they can be taken a maximum of 10 times (apart from caster level) so that should keep things from getting too ridiculous. However if a power player wants to be the best in combat then why spoil his fun by preventing him from taking Weapon Training 10 times. If a rules lawyer wants to be able to ignore Opportunity Attacks then why prevent him. Both characters will be very one dimensional single trick ponies but they will shine in their particular field and that is what makes the player happy. You cannot create a character that is good at everything using any system, and this is no different. What it does allow is the freedom to create a character to whatever concept you wish (rather than multiclassing or trawling through a hundred archtypes or paths etc to find something that vaguely fits what you want). A fighter that prefers to fight in light armour and using a rapier can be just as effective as a raging berserker that wields a two handed axe and wears platemail. Spellcasters and martial characters use the same attack mechanic with the same bonuses tied to attribute scores and magic weapons so that a wizard with Int 16 is as good as a fighter with Str 16 (the wizard will do more damage with spells but those spells are limited in number). I expect someone taking a cleric class to decide what kind of cleric he wants to be, does he want to be an undead hunter, if so then Channel Energy is going to be for him, does he want to be a divine servant then spellcasting is probably going to be for him, if he wants to be a holy warrior then he could choose the Smite ability and other class options that boost his fighting prowess. It is the same for any class, decide what you want to be and then build it out of the class options available. The class options are really very similar in their mechanic. They all add a +1 bonus to a particular statistic (or statistics) or grant an ability (that usually adds a +2 bonus to a statistic) with a limited number of uses. The difference is really down to the preference of the player. If a character wants lots of abilities and doesn't mind the micromanagement of his daily uses then that's up to him. If a character wants to purely boost his attacks and have no special abilities then again that is up to him. Both are possible and since the bonuses are all the same (+1) the unbalancing effect of them is lessened. More importantly the monsters have the same resources available to them (if the DM wants them). I myself never liked point pools and its a major headache trying to ensure everything is of equal value (or assigning a value to it using the points) as its all relative. I prefer to let people choose what they want. There is no level based progression of statistics beyond what a player chooses to augment. The base of a character's effectiveness is based on his ability scores and that remains nearly constant throughout the game. So if you ignore all combat boosts you will still be able to hit a target with a sword or a spell. Monsters operate on the same rules and so an orc always has a slight chance of hitting a fighter no matter his level, likewise a lowly commoner has a slight chance of hitting a dragon. Effectiveness in combat should not drop to zero no matter what class options are chosen. [/QUOTE]
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