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DrSpunj's Class Balance Spreadsheet
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<blockquote data-quote="DrSpunj" data-source="post: 1473163" data-attributes="member: 994"><p>Hmmm. Maybe it'd be best if I separated the AU & Core classes, gave each of them their own page. Regardless, the process is the same. Here's what I do:</p><p></p><p>1) Focus on the very top of the sheet and set the values for various HD types, BAB & Save progressions, SPs/lvl, etc. to whatever <strong>you</strong> feel is about right. </p><p></p><p>2) Check out the 1st level and All level Averages computed in the upper right of the sheet and keep them in mind.</p><p></p><p>3) Scan down to the classes you're interested in and take note of how that class compares (at 1st level and then all levels) to the averages for all classes.</p><p></p><p>4) If it's significantly different, figure out why. If you're happy with how most of the classes come out at a particular set of values, but one or more classes are way too low or way too high, figure out why. Is it because they get magic? Too many feats? Not enough of something? Do you agree that, based on your experience with Core classes, the class actually <em>is</em> over/under-powered so the point system is just reflecting an imbalance inherent in the system?</p><p></p><p>5) Then take that analysis and head back to the top of sheet. Adjust any values you think need adjusting. Rinse & Repeat until you're happy with how things look.</p><p></p><p>6) Once you've got your values set, find a class that comes in too low or too high. For me, no matter how I value things, the Fighter always comes out low and the Druid always comes out high. Figure out what you'd add or subtract from a class to make it more balanced and get it's total closer to the averages for all classes. I recommend you do this on a copy of the Near-Core sheet so you don't overwrite something you may want to look back at later.</p><p></p><p>I know you've got some opinions on some classes being over or under powered relative to all the others. Most everyone does. This spreadsheet just tries to help you figure out why the difference exists and give you a means of rebalancing them according to a somewhat objective system. It's true that the values are completely arbitrary, but they should be meaningful to <u>you</u>, even if I don't happen to agree with them.</p><p></p><p>Right now I'm starting where <strong>ouini</strong>'s starting: 1 SP/lvl beyond the 4 everyone gets is worth 1 CB. As in my posts above, that pretty much dictates the value of a General Feat (+2 to 2 skills like Alertness = 4 SPs) being 4. Now it's tougher.</p><p></p><p>How much would you pay for a Combat Feat if a General Feat is worth 4? Do you think it should be double, so 8? Somewhere in between, so 6? 7?</p><p></p><p>Once you've got that, how much should Half magic cost? Another way to ask that is: How many Combat Feats should a level of Half magic cost?</p><p></p><p>And since 20 levels of Half magic get you 7th level spells, while 10 levels of Full magic only get you 5th level spells, how much more expensive should 2 levels of Half magic be compared to 1 level of Full magic?</p><p></p><p>I'm still doing a lot of tinkering, but I believe I'm getting closer and closer. The "combo" classes, those with a number of Abilities/Feats as well as some Magic, are proving to be the toughest to balance. Since I don't believe they're vastly over/under-powered compared to the straight Fighter/Ability types or the casters, I'm trying to find a set of values that keeps their Class Averages reasonable while at the same time keeps both extremes (the Fighter and the Sor/Wiz, usually) from being too far off.</p><p></p><p>It's coming slowly, but it's not easy. Good luck! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Thanks.</p><p></p><p>DrSpunj</p></blockquote><p></p>
[QUOTE="DrSpunj, post: 1473163, member: 994"] Hmmm. Maybe it'd be best if I separated the AU & Core classes, gave each of them their own page. Regardless, the process is the same. Here's what I do: 1) Focus on the very top of the sheet and set the values for various HD types, BAB & Save progressions, SPs/lvl, etc. to whatever [b]you[/b] feel is about right. 2) Check out the 1st level and All level Averages computed in the upper right of the sheet and keep them in mind. 3) Scan down to the classes you're interested in and take note of how that class compares (at 1st level and then all levels) to the averages for all classes. 4) If it's significantly different, figure out why. If you're happy with how most of the classes come out at a particular set of values, but one or more classes are way too low or way too high, figure out why. Is it because they get magic? Too many feats? Not enough of something? Do you agree that, based on your experience with Core classes, the class actually [i]is[/i] over/under-powered so the point system is just reflecting an imbalance inherent in the system? 5) Then take that analysis and head back to the top of sheet. Adjust any values you think need adjusting. Rinse & Repeat until you're happy with how things look. 6) Once you've got your values set, find a class that comes in too low or too high. For me, no matter how I value things, the Fighter always comes out low and the Druid always comes out high. Figure out what you'd add or subtract from a class to make it more balanced and get it's total closer to the averages for all classes. I recommend you do this on a copy of the Near-Core sheet so you don't overwrite something you may want to look back at later. I know you've got some opinions on some classes being over or under powered relative to all the others. Most everyone does. This spreadsheet just tries to help you figure out why the difference exists and give you a means of rebalancing them according to a somewhat objective system. It's true that the values are completely arbitrary, but they should be meaningful to [u]you[/u], even if I don't happen to agree with them. Right now I'm starting where [b]ouini[/b]'s starting: 1 SP/lvl beyond the 4 everyone gets is worth 1 CB. As in my posts above, that pretty much dictates the value of a General Feat (+2 to 2 skills like Alertness = 4 SPs) being 4. Now it's tougher. How much would you pay for a Combat Feat if a General Feat is worth 4? Do you think it should be double, so 8? Somewhere in between, so 6? 7? Once you've got that, how much should Half magic cost? Another way to ask that is: How many Combat Feats should a level of Half magic cost? And since 20 levels of Half magic get you 7th level spells, while 10 levels of Full magic only get you 5th level spells, how much more expensive should 2 levels of Half magic be compared to 1 level of Full magic? I'm still doing a lot of tinkering, but I believe I'm getting closer and closer. The "combo" classes, those with a number of Abilities/Feats as well as some Magic, are proving to be the toughest to balance. Since I don't believe they're vastly over/under-powered compared to the straight Fighter/Ability types or the casters, I'm trying to find a set of values that keeps their Class Averages reasonable while at the same time keeps both extremes (the Fighter and the Sor/Wiz, usually) from being too far off. It's coming slowly, but it's not easy. Good luck! :) Thanks. DrSpunj [/QUOTE]
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