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DrSpunj's Class Balance Spreadsheet
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<blockquote data-quote="DrSpunj" data-source="post: 1466669" data-attributes="member: 994"><p>My clinic is underway for this afternoon, so I'll answer a few of these now and see what others I can get to later today.</p><p></p><p></p><p></p><p>Some of both. It started out working with <strong>ouini</strong> as a classless generation system, but we couldn't get some major flaws worked out. Once Monte released AU and addressed some of them, and UA came out and addressed most of the others, it didn't really take all that long for me to pull everything together into a workable form.</p><p></p><p></p><p></p><p>Umm, that was me being lazy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Every other category (except maybe Weapon Prof groups) broke down easily into 3 groups. BAB/Defense/Saves/Magic are all Low, Medium & High. After getting the d6, d8 & d10 in there I ran out of room for the d12! It's not overly difficult to add, but I only wanted to do it if I really found this useful. Well, <strong>I</strong> have, so I'll probably go back and add it.</p><p></p><p></p><p></p><p>Ooo! That's good! Consider it on the list!</p><p></p><p></p><p></p><p><strong>CRG</strong> has it correct (and <strong>ouini</strong> almost does). The formulas for Poor & Good I believe generate <em>exactly</em> the proper save bonuses for levels 1 through 20 in the PHB. The Medium path (from +1 to +9) is a tad different than Monte's offering in AU (which starts at +0, which I didn't like) and is, in fact, identical to that used in WoT. @<strong>Ouini</strong>: You don't round up for 0.5, you always round fractions down. So at 1st level with a Good save you get +2 as a base, then add (1*0.5 =) 0.5 for a total bonus at level 1 of +2.5. That rounds down to +2, which is exactly what you get in the PHB for a Good save. At 2nd level you get another 0.5 making your total +3, again the same as the PHB.</p><p></p><p>@<strong>Videssian</strong>The Defense bonus I want to use is NOT exactly like the UA version. It's closer to the variation found in WoT. I can see where others may want a different set of Defense bonuses (whether it's those from UA or some other source) but I originally created this for me to use personally. It was only after I had already hard-coded most of the sheet that I realized it may be useful for others but they may have very different ideas about some things, so I went back and added quite a bit of versatility (or tried to). That said, I'm not looking to make money of this and am not going to spend a great deal of my limited time making it perfect for everyone else. I will use the d12 and will use the blank character section you mentioned so I'll be adding those next.</p><p></p><p></p><p></p><p>I personally like the idea of higher level characters being better at avoiding blows because of their improved abilities, and not just because they have a bunch of magical stuff. I first saw this option in the d20 system in WoT and liked it immediately. There, Defense does not stack with Armor Bonus, you get one or the other. The only exception are the Armsman (essentially Fighters). Since they are trained at letting their Armor absorb the blow, they don't dodge as well. Because of that they get the lowest Defense bonus available. However, they get a special class ability at level ?3? called Armor Compatibility that allows them to stack their Defense bonus with their Armor bonus, because they're trained to use them together.</p><p></p><p>I'm still deciding which UA variants aside from Defense bonus to use. I like the Armor as DR variant and a couple of the others. IMC currently Medium Armor doesn't reduce your Base Speed, just your Run speed, so more people actually find Medium armor appealing (after all, in the Core rules you go from a Chain Shirt with a +4 to a Breastplate with a +5, whoop-dee-frickin'-doo! Why drop your base speed for a measly +1?!?). To compensate for that change I gave all Heavy Armors a DR of 1/-, which people have enjoyed.</p><p></p><p>As for the campaign this summer, I'm still trying to figure out what I'd like to run with, and also trying to imagine what my players are willing to try out variant-wise. We'll see.</p><p></p><p></p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="DrSpunj, post: 1466669, member: 994"] My clinic is underway for this afternoon, so I'll answer a few of these now and see what others I can get to later today. Some of both. It started out working with [b]ouini[/b] as a classless generation system, but we couldn't get some major flaws worked out. Once Monte released AU and addressed some of them, and UA came out and addressed most of the others, it didn't really take all that long for me to pull everything together into a workable form. Umm, that was me being lazy. :p Every other category (except maybe Weapon Prof groups) broke down easily into 3 groups. BAB/Defense/Saves/Magic are all Low, Medium & High. After getting the d6, d8 & d10 in there I ran out of room for the d12! It's not overly difficult to add, but I only wanted to do it if I really found this useful. Well, [b]I[/b] have, so I'll probably go back and add it. Ooo! That's good! Consider it on the list! [b]CRG[/b] has it correct (and [b]ouini[/b] almost does). The formulas for Poor & Good I believe generate [i]exactly[/i] the proper save bonuses for levels 1 through 20 in the PHB. The Medium path (from +1 to +9) is a tad different than Monte's offering in AU (which starts at +0, which I didn't like) and is, in fact, identical to that used in WoT. @[b]Ouini[/b]: You don't round up for 0.5, you always round fractions down. So at 1st level with a Good save you get +2 as a base, then add (1*0.5 =) 0.5 for a total bonus at level 1 of +2.5. That rounds down to +2, which is exactly what you get in the PHB for a Good save. At 2nd level you get another 0.5 making your total +3, again the same as the PHB. @[b]Videssian[/b]The Defense bonus I want to use is NOT exactly like the UA version. It's closer to the variation found in WoT. I can see where others may want a different set of Defense bonuses (whether it's those from UA or some other source) but I originally created this for me to use personally. It was only after I had already hard-coded most of the sheet that I realized it may be useful for others but they may have very different ideas about some things, so I went back and added quite a bit of versatility (or tried to). That said, I'm not looking to make money of this and am not going to spend a great deal of my limited time making it perfect for everyone else. I will use the d12 and will use the blank character section you mentioned so I'll be adding those next. I personally like the idea of higher level characters being better at avoiding blows because of their improved abilities, and not just because they have a bunch of magical stuff. I first saw this option in the d20 system in WoT and liked it immediately. There, Defense does not stack with Armor Bonus, you get one or the other. The only exception are the Armsman (essentially Fighters). Since they are trained at letting their Armor absorb the blow, they don't dodge as well. Because of that they get the lowest Defense bonus available. However, they get a special class ability at level ?3? called Armor Compatibility that allows them to stack their Defense bonus with their Armor bonus, because they're trained to use them together. I'm still deciding which UA variants aside from Defense bonus to use. I like the Armor as DR variant and a couple of the others. IMC currently Medium Armor doesn't reduce your Base Speed, just your Run speed, so more people actually find Medium armor appealing (after all, in the Core rules you go from a Chain Shirt with a +4 to a Breastplate with a +5, whoop-dee-frickin'-doo! Why drop your base speed for a measly +1?!?). To compensate for that change I gave all Heavy Armors a DR of 1/-, which people have enjoyed. As for the campaign this summer, I'm still trying to figure out what I'd like to run with, and also trying to imagine what my players are willing to try out variant-wise. We'll see. Thanks! [/QUOTE]
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