DrSpunj's Class Balance Spreadsheet

Went well

Played last Thursday with the new system.

The group had already created their characters, but one of them had brought their character sheet, and had "cleaned up" all the little notes and stuff. The notes and stuff had included which armor and weapon proficiencies she had, and whether she had spent character creation points to up her BAB. So obviously, I had failed to well explain the system to her.

Along the same lines, the one thing the folks hadn't done was purchase stuff. The player playing the tank didn't get that she hadn't bought armor yet, but rather the proficiency to wear armor. I may have to clean up my explanations, but to be fair, it's tough to explain new concepts and have them sink in when there's a four-month old baby they're simultaneously taking care of.

The magic system was a hit with the spellcaster, who very much enjoyed the flexibility it gave. At first he was nervous about only being able to ready 3 cantrips and 2 first levels spells, but when it sank in that the cantrips could also be cast as 1st levels, and the 1st levels could also be cast as cantrips, he was genuinely excited about the system. The magic system worked smoothly, and he spent his down-time reviewing spell descriptions.

Good first night.
 

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ouini said:
The group had already created their characters, but one of them had brought their character sheet, and had "cleaned up" all the little notes and stuff. The notes and stuff had included which armor and weapon proficiencies she had, and whether she had spent character creation points to up her BAB. So obviously, I had failed to well explain the system to her.
This sounds like Fafaf to me, as I expect Meeshka would have received some help from Grennen. :)

ouini said:
I may have to clean up my explanations, but to be fair, it's tough to explain new concepts and have them sink in when there's a four-month old baby they're simultaneously taking care of.
Oh, sure. Blame it on the newborn! :p

Seriously, it sounds like those are pretty minor problems overall. I'm glad it went relatively smoothly. Still, I know these three to all be pretty familiar with a variety of RPG systems; honestly I'm not sure whether that is more likely to work for them or against them.

ouini said:
The magic system was a hit with the spellcaster, who very much enjoyed the flexibility it gave...was genuinely excited about the system.

Good first night.
Cool! :cool:

DrSpunj
 

I just got here. This is pretty wow. Your breakdown reminds me a lot of Upper_Krust's design parameters for his "Challengin Challenge Ratings and Encountering Encounter Levels" system, which was published in Grim Tales as I'm sure you know. I haven't read the whole thread but I've done a search - has U_K been over here to admire your work? Do you mind if I direct him here over in the IH thread?

Anyways, I think your spreadsheet and all the other work you've done is fantastic - it's very close to the exact tool I'm looking for. I did a lot of class design using U_K's parameters over the Summer - it'd be interesting to see how well the two systems reconcile with each other, and how your classes interact with a U_K's point-based CR system for creatures.

I'll have more concrete things to say once I play with your stuff more.
Weeeeeeeeeeeeeeeeeeeeeeee!
-George
 

Zoatebix said:
I just got here. This is pretty wow. Your breakdown reminds me a lot of Upper_Krust's design parameters for his "Challengin Challenge Ratings and Encountering Encounter Levels" system, which was published in Grim Tales as I'm sure you know. I haven't read the whole thread but I've done a search - has U_K been over here to admire your work? Do you mind if I direct him here over in the IH thread?
Not at all. The more the merrier! I haven't really been advertising this all that much. There's a link in my sig and sometimes closely related threads pop up here in the House Rules where I'll post a remark about what I/we've been working on here. I honestly don't know if U_K has seen the thread or not, but I don't believe I've seen a post from him.

I have to admit while I have Grim Tales and really like the design parameters he's come up with for CR/EL, I haven't taken the time to really sit down and become familiar enough with it to use his system. It's on my list of things to do, but hasn't hit the top yet. ;)

Zoatebix said:
Anyways, I think your spreadsheet and all the other work you've done is fantastic - it's very close to the exact tool I'm looking for. I did a lot of class design using U_K's parameters over the Summer - it'd be interesting to see how well the two systems reconcile with each other, and how your classes interact with a U_K's point-based CR system for creatures.
Cool! I'd be anxious to see what you've come up with so far if you care to post what you have. Maybe I'll have to bump U_K's stuff up on my TTD list a bit.

Zoatebix said:
I'll have more concrete things to say once I play with your stuff more. Weeeeeeeeeeeeeeeeeeeeeeee!
I'm looking forward to your thoughts!

Thanks.

DrSpunj
 

Four sessions of DrSpunj's game with this system, and really it's going pretty well. Everyone seems to appreciate the incremental improvement in their character every session.
 

Quick question -- I noticed that there are near-Core classes ... and
I wondered how tough it would be to compare against True-Core classes.
For instance, the fighter class, as near-Core, still has some AU changes that
make it different than True-core.

Heart of my question is if I give my Core fighters an extra feat per level, how
will that fare against the other classes {without making the other players
take near-Core classes - like upgrading the wizards HD to d6, for instance.)


great stuff btw.

Thanks,
-D
 
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I'm very excited at the many possibilities this system provides, both for 'classless' gaming and as a tool for GMs to evaluate prestige classes and 3rd-party / non-core classes before deciding whether or not to include them in a campaign. Beautiful work!

I'd appreciate hearing more commentary about it - four sessions in: are there any specific things which you guys are disliking or finding off. DM'ing it, do you find it hard to find an appropriate challenge for a party that's halfway between, say, 2nd and 3rd level? Have any of the players aimed for 'exploits' you hadn't considered, and have had to arbitrate against?

I'm seriously contemplating using the CB system as described in my upcoming campaign, and my only concern is commiting to it without seeing it 'in action', so I'd love any after-action reports you or your players could give.
 

Hey! Sorry I haven't responded until now, I haven't been checking this thread as often as I once was since interest in the material seemed to wane there for a bit. We're having a great time at the table using it and I've been a bit busier since WoW came out. ;)

devilish said:
Quick question -- I noticed that there are near-Core classes ... and
I wondered how tough it would be to compare against True-Core classes.
For instance, the fighter class, as near-Core, still has some AU changes that
make it different than True-core.
It's not really that difficult to see what the effect would be, but it will take a little math/work on your part. Note: I decided to make a sheet and attach the file to do what I'm describing below. You should be able to download it below. I'll assume you're working with that sheet for everything below.

It's really too much work to add a d4 as a Hit Die choice, or to add 2 Skill Points as an option for skills, but it's easy enough to realize that both of those are just worth -1 CP per character level (each) when compared to the a d6 and 4 SPs. Since the Average looks at all 20 levels at once, all you're really doing is dropping the Average Points for a class by -1 for either a d4 or 2 SPs, or -2 for both.

First off, Core doesn't have Defense, so the easiest way to keep that from affecting the results is to go to the top of the sheet where the Values are, and change cell G9 from a '2' to a '0'. This will recalculate all the class level totals and averages to be without Defense entirely.

Now, looking at the Near-Core Fighter, the only thing differing him from True-Core is his 4 SPs/level (since Core only gives him 2). With 4 SPs/lvl his Average Points (once you zero out Defense as I described above) according to cell B245 is 7.3. If we were to drop his SPs/lvl down to 2 we effectively just add -1 to that average giving him a True-Core Average of 6.3.

If you want to enter that into the cell directly change B245 to '=SUM(E245:X245)/20-1'

You can make the same effective change to the Cleric & Paladin's Averages (-1 to both for only 2 SPs/lvl) and to the Wizard/Sorcerer Average (-1 for d4 and an additional -1 for 2 SPs/lvl).

If you do that you get the following class averages:
Barbarian 9.4
Bard 9.6
Cleric 9.6
Druid 14.3
Fighter 6.3
Monk 9
Paladin 10.5
Ranger 11.6
Rogue 7.5
Sorcerer/Wizard 9.0

With an Overall Average of 9.7. I figure anything +/- 1 from that is acceptable, so the Fighter still ends up at the bottom of the pile.

devilish said:
Heart of my question is if I give my Core fighters an extra feat per level, how
will that fare against the other classes {without making the other players
take near-Core classes - like upgrading the wizards HD to d6, for instance.)
Well, by copying the True Core sheet and then taking a few moments to give the Fighter a bonus feat at every level the sheet recalculates his Average Points to a total of 8.5. Much closer to the Overall Average of 9.7. Still definitely isn't overpowered when compared to the likes of the Druid or Ranger. :)

The Fighter's Average actually should be bumped up a bit (as well as all the other Martial classes) because according to my sheet he only has access to 3 Weapon Proficiency Groups and 3 Armor Proficiency Groups. Each of those groups is worth 1 CP and by the time you give him an additional 8-10 right at 1st level it pushes his average up a bit as compared to all the non-Martial classes (but by doing the same to the Barbarian, Paladin & Ranger you push all of them up equally, keeping the same relative distance between all 4 of those classes, so the Fighter still doesn't beat any of them out, or even come equal.)

devilish said:
great stuff btw.
Glad you're getting some use out of it. :)

Realize it's much harder to truly compare the Sorcerer/Wizard using True Core material as you have to somehow account for Core Magic (same with all the other spellcasting classes). I literally sidestepped all that by using the AU Magic system, but if you work under the assumption that the Core Magic system and the AU Magic system are roughly comparable, then most of the other values can be used to tweak things and compare.

Amaroq, work calls but I'll get to your post next!

Thanks.

DrSpunj
 

Amaroq said:
I'm very excited at the many possibilities this system provides, both for 'classless' gaming and as a tool for GMs to evaluate prestige classes and 3rd-party / non-core classes before deciding whether or not to include them in a campaign. Beautiful work!
Thanks! It's been quite a bit of work off & on, but it's fun to sit and really try and take things apart to put them together again and see how the fit and compare with each other. I, too, have used it to see how a particular Core build stacks up and to evaluate other Core Classes and Prestige Classes for the more standard 3.5 game I play in. It's worked out surprisingly well in most cases.

Amaroq said:
I'd appreciate hearing more commentary about it - four sessions in: are there any specific things which you guys are disliking or finding off. DM'ing it, do you find it hard to find an appropriate challenge for a party that's halfway between, say, 2nd and 3rd level? Have any of the players aimed for 'exploits' you hadn't considered, and have had to arbitrate against?
Absolutely, but remembering specifics is a bit tough, it's mostly little things that we've just addressed quickly and moved on. Happily nothing has brought the game to screeching halt and we had to hash out what we were going to do.

One thing that comes to mind is the Weapon Proficiency Groups. Through some discussion we came to realize that paying 3 CPs after 1st level to pick up a WPG is very costly. I like that effect, it's what I was working towards since I like to reward things you start with at level 1 (where WPGs only cost 1 CP :)) but a couple WPGs stood out as not being worth paying for unless you wanted the Exotic weapons in those groups; namely, Crossbows and Thrown Weapons.

Repeating Xbows as Martial Weapons are admittedly a fudge on my part when I specifically put things together because they seem less exotic to me than a Great Xbow and a Hand Xbow, but it seemed too costly to charge someone for the Simple WPG, then MWPG: Xbows, then the Exotic WPG just to fire a Hand Xbow.

The MWPG: Thrown category only contained the Orcish Shotput, so it's not really worth taking unless you're going for Exotic Thrown weapons like the Chakram, Bola, Net, Shuriken, etc. Making someone pay for the Orcish Shotput along the way seemed like a penalty, and I don't like forcing people into choices like that. Remember, Options, not Restrictions! ;)

So just recently we all agreed that we were moving the Repeating Xbows & Orcish Shotput up into the Exotic Xbow lists and dumping the MWPG Xbow & Thrown Weapons groups entirely. Now you just have to take Simple Weapons to first become proficient with basic things like darts, javelins and Lt. & Heavy Xbows, then by taking the Exotic WPG you get all the fancy/nifty things. This way no Martial WPGs are required at all, which is actually closer to Core where you can use a single feat to pick up any Exotic Weapon you want to wield.

I hadn't initially addressed which ability was relevant for which types of casters, and what types of spell components they had (Verbal, Somatic, Material, Focus, etc.) so that was another thing we had to address. I stayed very close to the Core & AU classes as written, but the Restriction you put on Divine-like Casters for not having to deal with Armor Spell Failure really needs to be something important, IMO. I don't mean a penalty necessarily, but something that the player really has to stay conscious of for his PC.

Videssian is currently playing a Priest of Tinel (God of Magic & Secrets from Book of the Righteous) so he took Divine Training and therefore he doesn't have to worry about Somatic components for his spells & therefore no ASF. He's basically otherwise building the PC as a Magister/Wizard though, so he really does play better than (and is more powerful) than an AU Magister (who has to have his staff) or a Core Wizard (who doesn't cast spontaneously and has a spellbook), both of whom *DO* have Somatic spell components and have to worry about ASF. Now, because of his Divine Training all of his PC's magical ability is granted from his deity Tinel, so if I don't make sure (as the DM) he sticks to Tinel's teachings, belief, ethos, etc., then I've just given him a nice power boost over all the other players. To help remind him and me of that Restriction I've typed up what is required/expected of his PC's behavior based upon the teachings & worship of his deity.

I'm going to work on something similar with another player who's PC is going to be picking up Nature Training for Nature Magic next level. He's going for a Druid without the Animal Companion and Wildshaping features, more martial, essentially what I'm picturing as a Nature-based Paladin but with more spellcasting capability. While we're starting with the Druidic Oath/Guidelines laid out in the PHB I've asked him to come up with what's most important for his PC, what he wants to accomplish with Nature's Power & Magic. I hope to use that to develop a similar set of guidelines for his Nature Restriction as I did for Videssian's PC above.

Finally, ouini, never one to take something at face value ;), has come up with a Nature-based Monk type that doesn't rely so much on speed (both in the sense of FoB and base mvmt speed) and nimbleness as it does being able to "plant" himself, withstand lots of punishment, and hit solidly with just a few well-placed blows, emulating many aspects of Treants, Ents, etc. Working with him was more an exercise on how to incorporate what is essentially a Prestige Class (even though he's starting it at 1st level) into the existing Feat-based framework. We started with him explaining his concept to me, and from there I had to decide which abilities he'd have to use feats already in the system to get for his PC, and which others we'd have to come up with new feats entirely (as well as where to put them, with appropriate prereqs). What I was trying to avoid was a true duplication of effects. Some of the things he was after were really in the system already, though some had prereqs that weren't easy to mesh with his concept. I *think* we've figured out where best to use the system and where to add to it. I think we're both happy with the results, but I'll let him answer any more specifically as he sees fit.

How's all that for starters? :D

I'm sure there are other issues. I'll probably think of some more once I have to chance to ponder things, and I'll bet my players can list a few others or job my memory. I'll keep checking back and see what's been posted.

Amaroq said:
I'm seriously contemplating using the CB system as described in my upcoming campaign, and my only concern is commiting to it without seeing it 'in action', so I'd love any after-action reports you or your players could give.
I've asked my players to come by and post. We'll see how many comments (and of what type) we get :)). I've been asking them as we go, and we've had some ongoing discussions on a few things on our messageboard, but I always welcome more input.

Thanks.

DrSpunj
 

How's all that for starters?
Detailed! I appreciate it! I'm looking forward to hearing more from your players, as well.

It's been quite a bit of work off & on, but it's fun to sit and really try and take things apart to put them together again and see how the fit and compare with each other.
Doubtless! I developed a deep respect for the amount of thought you've put into it by going down the path "Well, those weight-for-abilities can't all be right - let's play with some of them..." which value modification of course never resulted in anything near the balance that you'd achieved.

I'd love to stumble over somebody having done similar work for spell powers; I imagine a 'build a spell' construction kit which gives a 'level' cost for the many game components of a spell (casting time, duration, damage, range, area, etc); I could imagine a ninth-level spell doing fairly low amounts of damage (2d6, maybe?) but spread over a tremendous area: "And then the mighty wizard called upon the powers of the sky, and lightning flayed the earth for miles around, and all of the great (but 1st level) army assembled to assault his lair was laid low, save the six captains, who steadfastly advanced...."

some ongoing discussions on a few things on our messageboard
Do you mind posting a link - I'd like to lurk through some of those discussions, if you don't mind; if you're leery of posting it for fear of traffic or loss of signal-to-noise ratio, no worries.

I was quite happy to see your TrueCore.zip, since I'm not using AU; that makes your body of work feel more relevant. I'd been trying to duplicate it myself (including d4 and 2 skill points) but as you pointed out its a ton of work! (Actual CP's wasn't bad, since I could drop the '10' option, so the calculations were still all correct.

I'd also been thinking through the weighting for the 'specials', because I'm not sure, for example, that 'Weapon Focus' and 'Weapon Specialization' balance out the same as other 'Combat' feats and class abilities. For example, Focus gives +1 to hit in (nearly) every combat, while a Ranger's +1 from 'Favored Enemy' is only appropriate in some situations. Likewise, 'per day' combat abilities, such as a Paladin's Smite or a Barbarian's Rage don't have the immense re-usability value that the fighter's feats do. So I was thinking about expanding that section beyond none/general/combat to something more like none/once/general/semi/combat/free; the assumption that the fighter is a full feat-every-two-levels underbalanced sounded a bit strong to me.

I did change 'average points' to not include first-level points, thus getting a different score for average per level, which I found a little more instructive.

Anyways, all that's neither here nor there if I go over to a straight point-buy system.

I'm thinking of running a 'let's play with the system and make sure we can all buy into it' session, which I'm imagining works like "Let's use the system to build first-level characters, knock out one combat; increase those characters to fourth-level, knock out a second combat; increase to six-and-a-halfth or so, and run through a third combat; try maybe one more if anybody's on the fence." Gives the players a chance to learn the system and make mistakes without being committed to them for the campaign, and gives me a chance to see what it looks like without being committed to a new system.

Do you use the point costs straight off the DrSpunj's Balance sheet for charging characters as they build?
 

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