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Classless/Point Buy d20?
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<blockquote data-quote="Nonlethal Force" data-source="post: 4577225" data-attributes="member: 35788"><p>I hope you enjoy it when you do pick it up. And, come back and let me know what you think!</p><p></p><p></p><p></p><p>I appreciate the link. I'll check it out and see what it offers.</p><p></p><p></p><p></p><p>Absolutely. That is also true with CC. At some point I had to draw the line and say to myself "It replicates 3.x very well, but not prefectly." And there are places in CC that peope can work to manipulate or come up with ways to beat the system. Any game system will have those flaws.</p><p></p><p></p><p></p><p></p><p></p><p>Didn't think you were. I take all ideas meant for constructive criticism as such. I appreciate the input - and I know that not everything will fit 100%. Heck, it doesn't even fit 100% in the game for which it was designed! [Toughness and Improved Toughness both being the same cost as a feat choice, for example!]</p><p></p><p></p><p></p><p>That can be acheived fairly quickly and easily for things like weapons and armor - and you don't need to use XP to do it. You can base it on overall character level. It's a little harder with items like potions, wands, tattoos, etc. But, I have an idea from the above comment you made. Instead of having items that are powerful because of how much money a character invests, their items are powerful based on how much of their "life force" they devote to each item. You could even have a mechanics that allows a character to alter their "life force allocation" with a simple 1 hour of meditation per item -or- 8 hours for a complete overhaul. Hmmm. This is worth doing, and I don't think it is that hard.</p><p></p><p>Just to be fair ... what I think I hear you saying is that the "treasure aspect" of the game bothers you. If characters could know that at any given character level they would have automatically have "X item influence/ability points" that they could allocate into their inventory of items - the game would be better for you. Is that a fair summary, or am I interpreting your words totally incorrectly?</p><p></p><p></p><p></p><p></p><p>Yes, it was. And it is a fuzzy set of lines that define power at each level. With racial abilities those fuzzy lines are more like thick smudges. But it could be done. As you say, CC does lay down those lines fairly well in terms of ability pricing and ability score improvements.</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 4577225, member: 35788"] I hope you enjoy it when you do pick it up. And, come back and let me know what you think! I appreciate the link. I'll check it out and see what it offers. Absolutely. That is also true with CC. At some point I had to draw the line and say to myself "It replicates 3.x very well, but not prefectly." And there are places in CC that peope can work to manipulate or come up with ways to beat the system. Any game system will have those flaws. Didn't think you were. I take all ideas meant for constructive criticism as such. I appreciate the input - and I know that not everything will fit 100%. Heck, it doesn't even fit 100% in the game for which it was designed! [Toughness and Improved Toughness both being the same cost as a feat choice, for example!] That can be acheived fairly quickly and easily for things like weapons and armor - and you don't need to use XP to do it. You can base it on overall character level. It's a little harder with items like potions, wands, tattoos, etc. But, I have an idea from the above comment you made. Instead of having items that are powerful because of how much money a character invests, their items are powerful based on how much of their "life force" they devote to each item. You could even have a mechanics that allows a character to alter their "life force allocation" with a simple 1 hour of meditation per item -or- 8 hours for a complete overhaul. Hmmm. This is worth doing, and I don't think it is that hard. Just to be fair ... what I think I hear you saying is that the "treasure aspect" of the game bothers you. If characters could know that at any given character level they would have automatically have "X item influence/ability points" that they could allocate into their inventory of items - the game would be better for you. Is that a fair summary, or am I interpreting your words totally incorrectly? Yes, it was. And it is a fuzzy set of lines that define power at each level. With racial abilities those fuzzy lines are more like thick smudges. But it could be done. As you say, CC does lay down those lines fairly well in terms of ability pricing and ability score improvements. [/QUOTE]
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