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DrSpunj's Class Balance Spreadsheet
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<blockquote data-quote="ouini" data-source="post: 1466547" data-attributes="member: 3506"><p><strong>The more things change...</strong></p><p></p><p>Nice work, DrSpunj. This chart is definitely meant to be used as a step-off point to either make new and balanced classes, or to make point-based classless characters, level-by-level. And a lot looks similar to the much earlier work you did on classless character building.</p><p></p><p></p><p>Videssian, to address some of your comments:</p><p>1) I agree, add d12</p><p></p><p>2) I agree, that would be invaluable for new class-building, or classless experiments.</p><p></p><p>3) CRGreathouse has got it. The "0+0.33" values, et al, seem to be the coefficients of a linear progression. Start at first level with "0", and add 0.33 to your save at 2nd, 3rd, 4th, etc. levels, rounding up at 0.5 and above.</p><p></p><p><span style="color: red">EDIT: I see DrSpunj's explanation is that you always round down, but add in the 0.33 immediately at 1st level. Though this gives the exact same results for all three categories, it is more consistent with 3E's "always round down" rule.</span></p><p></p><p>4) (I dunno what a defense bonus is.)</p><p></p><p>Which brings me to a few comments of my own:</p><p>- Good work, Spunj! It looks like you worked out a lot of the earlier kinks, and extended the scope and useability of the chart remarkably.</p><p></p><p>- Being in an archaic 3E campaign, myself, I don't know what a defense bonus is. Quick explanation?</p><p></p><p>- Along the same lines, I can guess in general terms what the Weapon Group Variant is about, but where can I find specifics?</p><p></p><p>- I haven't tried any tweaking, yet, but was the general idea when assigning these values to find out how much should be assigned to each class to have them come out being worth the same, or were these values previously arrived at by Monte or some other person/thread?</p><p></p><p> This last I ask because I don't think the main beef -- the fighter being undervalued unless feats are added -- is a real beef if, say, hit dice or BAB were worth more, or the fighter somehow pays for his proficiencies at each level he uses them. (Or barring that, the fighter buys a few more weapons and armor at higher levels, once he can financially afford them.)</p><p> </p><p> But hey, with the spreadsheet as versatile as it is, that's not even a real issue! I can just assign my own experimental values until I find something that works for me!</p></blockquote><p></p>
[QUOTE="ouini, post: 1466547, member: 3506"] [b]The more things change...[/b] Nice work, DrSpunj. This chart is definitely meant to be used as a step-off point to either make new and balanced classes, or to make point-based classless characters, level-by-level. And a lot looks similar to the much earlier work you did on classless character building. Videssian, to address some of your comments: 1) I agree, add d12 2) I agree, that would be invaluable for new class-building, or classless experiments. 3) CRGreathouse has got it. The "0+0.33" values, et al, seem to be the coefficients of a linear progression. Start at first level with "0", and add 0.33 to your save at 2nd, 3rd, 4th, etc. levels, rounding up at 0.5 and above. [color=red]EDIT: I see DrSpunj's explanation is that you always round down, but add in the 0.33 immediately at 1st level. Though this gives the exact same results for all three categories, it is more consistent with 3E's "always round down" rule.[/color] 4) (I dunno what a defense bonus is.) Which brings me to a few comments of my own: - Good work, Spunj! It looks like you worked out a lot of the earlier kinks, and extended the scope and useability of the chart remarkably. - Being in an archaic 3E campaign, myself, I don't know what a defense bonus is. Quick explanation? - Along the same lines, I can guess in general terms what the Weapon Group Variant is about, but where can I find specifics? - I haven't tried any tweaking, yet, but was the general idea when assigning these values to find out how much should be assigned to each class to have them come out being worth the same, or were these values previously arrived at by Monte or some other person/thread? This last I ask because I don't think the main beef -- the fighter being undervalued unless feats are added -- is a real beef if, say, hit dice or BAB were worth more, or the fighter somehow pays for his proficiencies at each level he uses them. (Or barring that, the fighter buys a few more weapons and armor at higher levels, once he can financially afford them.) But hey, with the spreadsheet as versatile as it is, that's not even a real issue! I can just assign my own experimental values until I find something that works for me! [/QUOTE]
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