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DrSpunj's Class Balance Spreadsheet
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<blockquote data-quote="DrSpunj" data-source="post: 1467537" data-attributes="member: 994"><p>I hope so. As you pointed out before, one of the biggest questions becomes how much to value a "Magister's worth" of spellcasting, or what I've chosen to label Full.</p><p></p><p>The Magister has all those Complex Spell Feats floating around (technically two at first level, for Cantrips & 1st level spells, that I just rolled into a single feat to keep the point spread reasonable).</p><p></p><p>The Greenbond gets Full magic as well, but doesn't benefit from the 9 Complex Spell bonus feats. Instead she gets the Infuse & Greenbond abilities (which I'm not sure how to truly convert into feats yet). She also gets the Plant & Positive spell access. I've chosen to make that two separate feats, just to keep things clean, but I'm giving Positive spell access <u>back</u> to the Blessed Mage feat.</p><p></p><p>[Sidetrack]If you look at the Corrupt Mage and Blessed Mage feats they are not nearly equal and opposite. The former grants access to Complex/Exotic spells with the negative energy descriptor while the latter does <u>not</u> do this for spells with the positive energy descriptor. Why? Monte, in an interview, said there were no balance issues with it either way, but he wanted to keep Positive Energy spells only accessible to the Greenbond, to keep them unique. Since I'm breaking things down into components I'm going the other way, so someone building a Greenbond from scratch IMC will end up taking the Blessed Mage feat to get access to Positive spells.[/Sidetrack]</p><p></p><p>Anyway, to get back to how much Full magic is worth, my version of a Wizard or Sorcerer is so similar to that of the Magister that I've pretty much dropped both classes entirely. The only real unique thing about them, Familiars, is easily replaced with a single Feat that scales up according to your Caster Level. Improved Familiar is a second feat that just has Familiar as a prereq. That way if someone really wanted one they could have both a Staff & a Familiar. Whatever.</p><p></p><p>So originally I had chosen to value Full magic a bit higher, I think at 8 CBs, and Half magic at 4 CBs. While that worked fairly well with the AU classes, it ended up making the Core casting classes look a bit too powerful for my tastes. It widened the gap between the casters and the non-casters beyond what I thought was representative of my time tableside seeing them all in play over the last 3+ years.</p><p></p><p>And, getting back to your comment above, the Cleric & Druid enjoy a +3/4 BAB along with Full magic access. It's true that BAB could be weighed more heavily, and that might help fix the discrepancy between casters & non-casters, but the Cleric & Druid get pushed further & further towards the top of the pile. This worsens quite a more if you don't recognize any Restrictions in place, giving them even higher totals. Now, as I said before, they may actually deserve to be at the top of the list as far as power goes, but how much more (and what to take away to make them more balanced) I'm not sure about.</p><p></p><p>One thing that just occured to me: the Druid's Wildshape times per day could be reworked & consolidated into 3 Combat Feats (at +2x/day) instead of 6 which it is currently (at +1x/day). I base that upon the Extra Wild Shape feat in MotW. Same could be done with Rage. Hmm....</p><p></p><p>More random thoughts and ramblings in general.</p><p></p><p>Thanks.</p><p></p><p>DrSpunj</p></blockquote><p></p>
[QUOTE="DrSpunj, post: 1467537, member: 994"] I hope so. As you pointed out before, one of the biggest questions becomes how much to value a "Magister's worth" of spellcasting, or what I've chosen to label Full. The Magister has all those Complex Spell Feats floating around (technically two at first level, for Cantrips & 1st level spells, that I just rolled into a single feat to keep the point spread reasonable). The Greenbond gets Full magic as well, but doesn't benefit from the 9 Complex Spell bonus feats. Instead she gets the Infuse & Greenbond abilities (which I'm not sure how to truly convert into feats yet). She also gets the Plant & Positive spell access. I've chosen to make that two separate feats, just to keep things clean, but I'm giving Positive spell access [u]back[/u] to the Blessed Mage feat. [Sidetrack]If you look at the Corrupt Mage and Blessed Mage feats they are not nearly equal and opposite. The former grants access to Complex/Exotic spells with the negative energy descriptor while the latter does [u]not[/u] do this for spells with the positive energy descriptor. Why? Monte, in an interview, said there were no balance issues with it either way, but he wanted to keep Positive Energy spells only accessible to the Greenbond, to keep them unique. Since I'm breaking things down into components I'm going the other way, so someone building a Greenbond from scratch IMC will end up taking the Blessed Mage feat to get access to Positive spells.[/Sidetrack] Anyway, to get back to how much Full magic is worth, my version of a Wizard or Sorcerer is so similar to that of the Magister that I've pretty much dropped both classes entirely. The only real unique thing about them, Familiars, is easily replaced with a single Feat that scales up according to your Caster Level. Improved Familiar is a second feat that just has Familiar as a prereq. That way if someone really wanted one they could have both a Staff & a Familiar. Whatever. So originally I had chosen to value Full magic a bit higher, I think at 8 CBs, and Half magic at 4 CBs. While that worked fairly well with the AU classes, it ended up making the Core casting classes look a bit too powerful for my tastes. It widened the gap between the casters and the non-casters beyond what I thought was representative of my time tableside seeing them all in play over the last 3+ years. And, getting back to your comment above, the Cleric & Druid enjoy a +3/4 BAB along with Full magic access. It's true that BAB could be weighed more heavily, and that might help fix the discrepancy between casters & non-casters, but the Cleric & Druid get pushed further & further towards the top of the pile. This worsens quite a more if you don't recognize any Restrictions in place, giving them even higher totals. Now, as I said before, they may actually deserve to be at the top of the list as far as power goes, but how much more (and what to take away to make them more balanced) I'm not sure about. One thing that just occured to me: the Druid's Wildshape times per day could be reworked & consolidated into 3 Combat Feats (at +2x/day) instead of 6 which it is currently (at +1x/day). I base that upon the Extra Wild Shape feat in MotW. Same could be done with Rage. Hmm.... More random thoughts and ramblings in general. Thanks. DrSpunj [/QUOTE]
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