Class abilities based on point-buy?

Snapdragyn

Explorer
I've been thinking about designing house rules based on OGL stuff which allow for players to build a 'class' with some sort of point-buy system. Basically, everyone would start with a base template (1d4, +0 BAB, 0 F/W/R saves, etc. -- the lowest possible starting point for everything). From there, any increases would involve spending 'class skill points' -- want to start at +1 BAB? Pay x points for that. Want to have an average Fort save progression? That'll be y points. I'm thinking of having NO starting class, so even things like arcane casting or ability to use martial weapons would involve spending points.

Before I got far into this concept, though (read: before I did anything other than think about it, hehe), I thought I should check here, since I'm sure others have already done something similar. Any references you could share or point out would be appreciated. How did you (or the reference with which your familiar) weight things like arcane casting ability vs. good BAB progression?
 

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The major problem with this idea is that it's going to be devilishly hard to find true numbers for everything. There are a number of reasons for this, including the fact that different abilities have different utility, the classes all have different totals/level (yes, even if they're one point off of each other, it's going to be hard to balance it out), etc.
IMO, your best option would be to go with a classless D20 system game out there already (read: Mutants and Masterminds), and modify that to fit your game. This saves you a ton of work (and headache), and makes it so you can put more time toward flavor than crunch.
Of course, that's just me speaking.
Magius out.
 



This site (http://seasong.home.texas.net/sh/index.html) also has some pretty good stuff about going with a Class-less system. However it DOES make some pretty serious changes with how Magic and a few other things work, so it might not be usable just off the screen.

By the way, the system is all the work of our board's very own Seasong. I'm still trying to find a group willing to let me test your system out on 'em buddy! ;)
 

The biggest problem is that while ability A is fine and balanced for it's points, and ability B is also fine and balanced for it's points, ability A plus ability B will ofttimes come out broken, and it's the places where your system breaks that define it.

You're far better off working out a variant class if a player thinks he requires it. If your players aren't honest enough to show you all the tricks they'll be able to pull off with the prospective class, then it's back to the straight-from-the-book stuff.
 

Almost assuredly you will be basing your point totals against the core classes to try and find a balance. This is fine if you have really good players. This is not fine when you consider that a lot of classes are in essence bundles of abilities of varying values.

Take the monk for instance- i can imagine about 5 features off the top of my head that I wouldn't take if given the option. By not taking these features I could then take additional powers, empowering the class further.
 

I know there is a custom class design system at rpgnow for 6$ or something. Should be pretty good I've heard.

A way I've been thinking of doing something like this is using Upper Krust's CR calculator system, found on these boards. This system makes it possible to rate each and every ability a character might have. Check it out.

Later,
 


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