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<blockquote data-quote="Sadrik" data-source="post: 3650005" data-attributes="member: 14506"><p>Thanks!</p><p></p><p></p><p>How can this be a failure? There are only three classes to worry about. So, selection of a class is simply door 1, 2 or 3. I dont think there is a whole lot of worry about how to exactly make a Ranger. Take a couple of rogue levels take a couple of fighter levels. You could even select one level of scholar and take the Natural Magic feat to get some spell casting. Boom, done. Also there are no class special features which dramatically lowers the difficulty level! IMO this is amazingly simpler and streamlined. </p><p></p><p>Note the caster level is tied to class levels just like skill points and base attack bonus. Every class gets caster level bonus. So the misunderstanding the game has with multiclassing spell casters is eliminated. Much easier than dealing with things like practiced spellcaster and eldritch knights (PrC's) etc.</p><p></p><p></p><p>There are 30 feats. Originally, I had ten for each class but I removed the class distinction and went solely with the per x levels you get more benefits. Are there some feats that do not seem balanced? I want to know. </p><p></p><p>As far as spellcasting, remember, anybody can get those spell casting feats. They would be akin to a ranger or paladin having spell casting because your overall caster level is based on the classes that you have (chiefly the scholar class). Again, I am interested in balancing the feats better. The feat system here takes the place of feats and class features so I wanted to make them more powerful than feats as a character will receive only 6 over their 20 levels.</p><p></p><p></p><p>I think I agree with this. A way to do it that is much simpler but much more arbitrary is to have players take their armor, weapons and their gold weight and look on a chart and see where they are at. This way characters can run around with 100' of rope with no problem... Multiply regular encumbrance charts by .75? Does that seem fair with the above idea?</p><p></p><p></p><p>This is not necessarily for players to have to figure out their saves. Because it is a simple thing that just gets added together on level up. The real real reason for this is during game play players always take a minute to figure out what the DC is for their spell. Using a no-go-up save with a no-(+1-9 bonus) will save in game play time. Because A. the saves are simple enough basically the same as normal and B. the DC will always be the same for every spell they cast (unless they have school specialization).</p><p></p><p></p><p>So, you think that a 20 level cross referenced chart plus a special stat cross referenced chart both added together is simpler than three single line charts added together? </p><p></p><p>For ease of reference they are: your caster level bonus plus stat bonus plus spell level bonus. (Note that there is not a special bonus spell chart it uses the standard 16 is +3 etc.) </p><p></p><p>An example: a caster level 5 character with a 16 would have +2 (CL bonus) +3 (stat) + (spell level: -1 for 0-level, -2 for 1st, etc.) so they would cast 4- 0, 3- 1st, 2- 2nd, and 1- 3rd.</p><p></p><p>Playing my own devil's advocate: Stats become extremely potent in this system. Moving to an 18 increases the spells per day by 1 across all levels. The regular stat bonus chart does not do this.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 3650005, member: 14506"] Thanks! How can this be a failure? There are only three classes to worry about. So, selection of a class is simply door 1, 2 or 3. I dont think there is a whole lot of worry about how to exactly make a Ranger. Take a couple of rogue levels take a couple of fighter levels. You could even select one level of scholar and take the Natural Magic feat to get some spell casting. Boom, done. Also there are no class special features which dramatically lowers the difficulty level! IMO this is amazingly simpler and streamlined. Note the caster level is tied to class levels just like skill points and base attack bonus. Every class gets caster level bonus. So the misunderstanding the game has with multiclassing spell casters is eliminated. Much easier than dealing with things like practiced spellcaster and eldritch knights (PrC's) etc. There are 30 feats. Originally, I had ten for each class but I removed the class distinction and went solely with the per x levels you get more benefits. Are there some feats that do not seem balanced? I want to know. As far as spellcasting, remember, anybody can get those spell casting feats. They would be akin to a ranger or paladin having spell casting because your overall caster level is based on the classes that you have (chiefly the scholar class). Again, I am interested in balancing the feats better. The feat system here takes the place of feats and class features so I wanted to make them more powerful than feats as a character will receive only 6 over their 20 levels. I think I agree with this. A way to do it that is much simpler but much more arbitrary is to have players take their armor, weapons and their gold weight and look on a chart and see where they are at. This way characters can run around with 100' of rope with no problem... Multiply regular encumbrance charts by .75? Does that seem fair with the above idea? This is not necessarily for players to have to figure out their saves. Because it is a simple thing that just gets added together on level up. The real real reason for this is during game play players always take a minute to figure out what the DC is for their spell. Using a no-go-up save with a no-(+1-9 bonus) will save in game play time. Because A. the saves are simple enough basically the same as normal and B. the DC will always be the same for every spell they cast (unless they have school specialization). So, you think that a 20 level cross referenced chart plus a special stat cross referenced chart both added together is simpler than three single line charts added together? For ease of reference they are: your caster level bonus plus stat bonus plus spell level bonus. (Note that there is not a special bonus spell chart it uses the standard 16 is +3 etc.) An example: a caster level 5 character with a 16 would have +2 (CL bonus) +3 (stat) + (spell level: -1 for 0-level, -2 for 1st, etc.) so they would cast 4- 0, 3- 1st, 2- 2nd, and 1- 3rd. Playing my own devil's advocate: Stats become extremely potent in this system. Moving to an 18 increases the spells per day by 1 across all levels. The regular stat bonus chart does not do this. [/QUOTE]
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