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Diminishing Returns on Hero Powers?
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<blockquote data-quote="RangerWickett" data-source="post: 457480" data-attributes="member: 63"><p>Things that look frightening in theory often aren't quite as bad in actual use. Imagine you want to be a 13th level character with a maxed out Wisdom, so you can exploit it. How might the Hero class unbalance you?</p><p></p><p>First of all, at each level of Hero, you get 8 Hero Points, and a +16 Wisdom costs 16 HrPs (actually, we're thinking of changing it slightly; see below). Thus, you need at least 2 levels of Hero to get that +16, and because of the built-in restrictions, you need to be at least 13th level to do so.</p><p></p><p>So you make a Cleric 11/Hero 2. Start with a 15 Wisdom, up it to 18 by advancing in levels. Then, with Hero you bump it up to a 34. Right now, you've got a +12 bonus to Wisdom-based things. </p><p></p><p>Compare this to a Cleric 13, who would only have an 18 Wisdom. We're going to ignore magic armor right now, since we'll assume you both got good gear.</p><p></p><p>Because of your Wisdom, you get more bonus cleric spell slots (actually, I think, you get two more bonus 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level spells). That's a total of 42 levels worth of spell slots </p><p></p><p>However, because the cleric is a higher level spellcaster, he gets more spell slots naturally, 31 levels worth of spell slots. However, he gets access to 7th-level spells that you don't have, which are arguably much more useful that multiple spells of lower levels.</p><p></p><p>His Fort and Ref are +1 better than yours, but your Will is +11 better than his. Also, you have a much higher bonus to Wisdom-based skills and the save DCs for your spells are significantly higher. </p><p></p><p>His base attack bonus is equal to yours, but he has 4 more skill points than you (assuming a 10 Int; if you have a 14 Int, he'd be ahead by 8). On average, he'll have 6 more hit points than you.</p><p></p><p></p><p>*******</p><p>So, that's the breakdown of your power differences. I'd be inclined to say it's balanced, with perhaps a slight favor toward the Hero because of the higher spell DCs. At that high level, having an extra half dozen spells from 1st to 3rd level won't have a major impact, especially since the pure-cleric will be tossing around Destructions, Resurrections, and Holy Words. However, since the Hero's save DCs and skill bonuses are much higher, we're thinking of splitting the Heightened Wisdom power into two separate powers.</p><p></p><p>One, Heightened Wisdom, would cost 3 HrPs for every +2 bonus in Wisdom. The other, Super Wise would cost 2 HrPs, and would be mostly identical, except that it would grant no bonus spells. This would parallel Heightened Strength and Super Strength (super strength is slightly cheaper, but doesn't provide an attack bonus increase).</p><p></p><p>See, it's not as great a problem as it might first appear.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 457480, member: 63"] Things that look frightening in theory often aren't quite as bad in actual use. Imagine you want to be a 13th level character with a maxed out Wisdom, so you can exploit it. How might the Hero class unbalance you? First of all, at each level of Hero, you get 8 Hero Points, and a +16 Wisdom costs 16 HrPs (actually, we're thinking of changing it slightly; see below). Thus, you need at least 2 levels of Hero to get that +16, and because of the built-in restrictions, you need to be at least 13th level to do so. So you make a Cleric 11/Hero 2. Start with a 15 Wisdom, up it to 18 by advancing in levels. Then, with Hero you bump it up to a 34. Right now, you've got a +12 bonus to Wisdom-based things. Compare this to a Cleric 13, who would only have an 18 Wisdom. We're going to ignore magic armor right now, since we'll assume you both got good gear. Because of your Wisdom, you get more bonus cleric spell slots (actually, I think, you get two more bonus 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level spells). That's a total of 42 levels worth of spell slots However, because the cleric is a higher level spellcaster, he gets more spell slots naturally, 31 levels worth of spell slots. However, he gets access to 7th-level spells that you don't have, which are arguably much more useful that multiple spells of lower levels. His Fort and Ref are +1 better than yours, but your Will is +11 better than his. Also, you have a much higher bonus to Wisdom-based skills and the save DCs for your spells are significantly higher. His base attack bonus is equal to yours, but he has 4 more skill points than you (assuming a 10 Int; if you have a 14 Int, he'd be ahead by 8). On average, he'll have 6 more hit points than you. ******* So, that's the breakdown of your power differences. I'd be inclined to say it's balanced, with perhaps a slight favor toward the Hero because of the higher spell DCs. At that high level, having an extra half dozen spells from 1st to 3rd level won't have a major impact, especially since the pure-cleric will be tossing around Destructions, Resurrections, and Holy Words. However, since the Hero's save DCs and skill bonuses are much higher, we're thinking of splitting the Heightened Wisdom power into two separate powers. One, Heightened Wisdom, would cost 3 HrPs for every +2 bonus in Wisdom. The other, Super Wise would cost 2 HrPs, and would be mostly identical, except that it would grant no bonus spells. This would parallel Heightened Strength and Super Strength (super strength is slightly cheaper, but doesn't provide an attack bonus increase). See, it's not as great a problem as it might first appear. [/QUOTE]
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