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DrSpunj's Class Balance Spreadsheet
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<blockquote data-quote="ouini" data-source="post: 1521909" data-attributes="member: 3506"><p>I liked your altered breakdown of Martial Weapon groups, DrSpunj.</p><p></p><p>That's fine. And you'll notice that the rule I mentioned doesn't use "cross-class" skills in any sense but name (which could be replaced by something like "proficient" vs. "not yet proficient").</p><p></p><p>The upshot is simply: cheap skills make non-skill monkeys absolutely gain power. Skill monkeys also absolutely gain power, since SPs are cheap relative to feat-paths and spellcasting. In an a la carte system, this makes cost comparisons of recreated old classes less direct, and a little more apple-to-orange-y.</p><p></p><p>But both our solutions are fine (and yours is simpler), since monkeys gain their same old amount of skill for fewer character points (i.e. they're effectively given more chactacter points to play with to make up for the fact that one of their advantages is now given freely to all PCs). It more or less works out, so long as you realize the power-level has been bumped up across the board.</p><p></p><p>On the feat front, "abilities" simply became feats for specialized characters. At first level:</p><p>- 2 points gains you a combative feat like: all "fighter" feats, abilities like Rage or +1d6 Sneak Attack, or even turning undead. Two highly-related such feats may be bought for 2 points each if the character is built around a strong related concept. Otherwise, further combat feats cost 4.</p><p>- Similarly, 1 point gains you one non-combative feat, like "Run" or a Druid’s Nature Sense. Two highly-related such feats may be bought for 1 point each if the character is built around a strong single concept. Otherwise, further non-combat feats cost 2.</p><p></p><p>At 2nd level and beyond:</p><p>4 points for a combative feat. If it's a prerequisite for another such feat, that feat costs you:</p><p>- 5 points to buy this level, 4 next level, 3 the level after that, 2 beyond then.</p><p>2 points for a non-combative feat. If it's a prerequisite for another such feat, that feat costs you:</p><p>- 3 points to buy this level, 2 points next level or beyond.</p><p></p><p>This brings Barbarians more into line (close enough for me), makes fighters work out fine, Rogues fine (given they'll spend another point on skills each level), and I haven't looked at Rangers.</p></blockquote><p></p>
[QUOTE="ouini, post: 1521909, member: 3506"] I liked your altered breakdown of Martial Weapon groups, DrSpunj. That's fine. And you'll notice that the rule I mentioned doesn't use "cross-class" skills in any sense but name (which could be replaced by something like "proficient" vs. "not yet proficient"). The upshot is simply: cheap skills make non-skill monkeys absolutely gain power. Skill monkeys also absolutely gain power, since SPs are cheap relative to feat-paths and spellcasting. In an a la carte system, this makes cost comparisons of recreated old classes less direct, and a little more apple-to-orange-y. But both our solutions are fine (and yours is simpler), since monkeys gain their same old amount of skill for fewer character points (i.e. they're effectively given more chactacter points to play with to make up for the fact that one of their advantages is now given freely to all PCs). It more or less works out, so long as you realize the power-level has been bumped up across the board. On the feat front, "abilities" simply became feats for specialized characters. At first level: - 2 points gains you a combative feat like: all "fighter" feats, abilities like Rage or +1d6 Sneak Attack, or even turning undead. Two highly-related such feats may be bought for 2 points each if the character is built around a strong related concept. Otherwise, further combat feats cost 4. - Similarly, 1 point gains you one non-combative feat, like "Run" or a Druid’s Nature Sense. Two highly-related such feats may be bought for 1 point each if the character is built around a strong single concept. Otherwise, further non-combat feats cost 2. At 2nd level and beyond: 4 points for a combative feat. If it's a prerequisite for another such feat, that feat costs you: - 5 points to buy this level, 4 next level, 3 the level after that, 2 beyond then. 2 points for a non-combative feat. If it's a prerequisite for another such feat, that feat costs you: - 3 points to buy this level, 2 points next level or beyond. This brings Barbarians more into line (close enough for me), makes fighters work out fine, Rogues fine (given they'll spend another point on skills each level), and I haven't looked at Rangers. [/QUOTE]
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