Amaroq said:
Detailed! I appreciate it! I'm looking forward to hearing more from your players, as well.
One posted in our group forum that he'd try this weekend. Another I know should now be finished with finals but hopefully will be able to post soon. Another is on vacation through this weekend. Just a busy time for everyone, I guess. I know I'M glad the week is over.
Amaroq said:
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)...
As
ouini said, we did work on something like this working off of the Talislanta system. With that said, I have to agree with your later comments that Elements of Magic is probably a much easier fit. I *did* buy the original version and thought it was pretty
slick, but I never got around to buying the revised version largely because of Monte's AU system. Every magic system is going to have its quirks, but I'm currently content taking AU out for a spin right now. I'm fairly certain those playing casters in my group (those with Basic or Advanced Magic, or both!) are also enjoying it based upon their comments to date.
Amaroq said:
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.
Sorry, but its a private group that we use more for the campaign story, to set up our next session, and somewhat to keep things moving a bit in between sessions since we only meet about once every 4 weeks. There are only a few of us that are real "rules heads", and mostly it comes down to
ouini and I countering each other's points with an odd comment from
Videssian periodically. The others either don't care about such trivial points or are intimidated by our dialogue!
Amaroq said:
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'm glad I could help. At the very beginning of this thread I tried to be up front about the fact that I was designing this originally for my new campaign, so I didn't come at it from the viewpoint of "let's start with just Core" since I already had certain things in mind I was changing (namely lowest HD is d6 and lowest SPs is 4/lvl). In hindsight, given what it's become and how potentially useful I think it
could be for many of the things you and others have already mentioned, I wish I had taken the time to make a larger number of value columns at the top for a wider variety of options. If I ever redo it I certainly will, but by then I hope I know how to put in "cell menus" in Excel so you can just use pulldowns rather than making sure you've typed the text into a cell exactly as is it up above in the value boxes so the lookup functions work properly. Unfortunately I'm no Excel wizard.

If you know how to do that I'd LOVE to have a sample spreadsheet with a simple little cell menu and a little explanation to go with it teaching me how to do it.
Amaroq said:
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.
Well, I don't want to go off on too much of a tangent, but you can get a pretty good feel for some of that just by looking at everything else...IF you like the values you're working with. By that I mean if we use my original values, then it's pretty easy to compare the 1st level of Fighter & Ranger and see how those feats (assuming Fighter gets Weapon Focus with his Bonus Feat) compare.
A Fighter gets a d10 (2 CPs), +1 BAB (4 CPs), 2 SPs/lvl (0 CPs), +2 Fort (+1 Free, +1 for 1 CP) and a Bonus Feat. Both Fighters and Rangers get all Martial Weapons so we don't have to worry about that, but Fighters also get proficiency with Medium and Heavy Armors over Rangers, so that's another 2 CPs. So that's a total of 9 CPs plus a Bonus Feat for the Fighter.
A Ranger gets a d8 (1 CP), +1 BAB (4 CPs), 6 SPs/lvl (2 CPs), +2 Fort & +2 Refl (+1 Free, +3 for 3 CPs), Favored Enemy, Track & Wild Empathy. So that's 10 CPs plus Favored Enemy, Track & Wild Empathy for the Ranger.
So feel good that the Core Designers felt a Bonus Feat that you get to choose from the Fighter Bonus Feat list is equal to 1 CP plus Favored Enemy, Track & Wild Empathy. In that respect you could certainly conclude that something like Weapon Focus (or most any other feat on the Fighter's list) should be valued higher than many of the other class abilities. I think, however, most of the value difference inherent in the Bonus Feat is more related to the fact that you get to
choose which feat you want rather than the power of the relative feats.
And there are certainly an infinite number of ways to divide the feats up, so go with whatever makes sense to you and those players in your group.
ouini's using something similar but distinctly different and it seems to be working well for him (btw,
ouini, how the hell did you makes Monks & Martial Arts work, anyway?). And don't go reinventing the wheel unless you really feel like it; if you haven't seen it yet check out what Sean K. Reynold's did
here. He went through and "rated" all of the Core feats on a 10 point value scale. I personally think you don't need that much granularity, and I didn't agree with many of his values, but he's essentially doing what we've been doing here in another way.
Amaroq said:
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.
Ooo! That's good! I've added that to my list of improvements if I ever go back and redo/revise the whole spreadsheet.
Amaroq said:
I'm thinking of running a 'let's play with the system and make sure we can all buy into it' session...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.
Please post any feedback you or your players have if you think it will help us address any problems with the system.
Amaroq said:
Do you use the point costs straight off the DrSpunj's Balance sheet for charging characters as they build?
I honestly don't remember if I included this in the big zipped System download or not, but I created this CP Worksheet so that each player could print it out and use it to design their PCs. I'm currently requiring them to update an "official" copy and upload it to our Yahoo group so that I know what abilities they're purchasing. With the dynamic leveling they're getting a few CPs each session so I pretty much had to require them to keep me somehow updated on what their PCs are truly capable of doing as there is ALWAYS something new for each PC. There was just no way for me to stay on top of it all without asking for their help.
I've attached the CP Worksheet here.
Thanks.
DrSpunj