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DrSpunj's Class Balance Spreadsheet
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<blockquote data-quote="DrSpunj" data-source="post: 1536516" data-attributes="member: 994"><p>I don't think so, that's "Greenbond" territory, which Monte made efforts to keep distinct from what any old magic user could do (for instance, check out the Blessed & Corrupt magic feats; the former gives you access to all negative energy spells while the former does not because Monte didn't want to step on the Greenbond's toes; I'm not worried about that here so I'm giving positive energy spells back to the Blessed feat).</p><p></p><p>Regardless, remember that in our Talislanta-like Mana system we had come up with the exact same thing: It's easier to convert real damage into subdual damage than it is to heal real damage straight away. I'd have to go back to our last version of that system to check, but I'd bet that 1st & 2nd level casters in our system would have been in the same situation.</p><p></p><p></p><p></p><p>I think I <em>can</em> explain most of it to anyone familiar with the Core rules on a single sheet of paper. I'd start with something like this:</p><p></p><p><span style="color: Silver">Every spell caster shares a big spell list like a Cleric, has Spell Slots every day like a Sorcerer, and chooses which spells to ready like a Wizard.</span></p><p></p><p>Starting from there it's not too difficult to explain the differences between Simple, Complex & Exotic spells, and the spell templates are a natural step from that. Weaving isn't a difficult concept, and Diminished & Heightened spells just make so much sense when you look at some Core spells as examples.</p><p></p><p>I think since I'm only going to be using two sets of tables (Half & Full, which I may rename to something like Basic Magic & Advanced Magic) rather than almost a half dozen class-specific tables, that it's not all that bad.</p><p></p><p></p><p></p><p>You're right, that would all be too much to for most anyone to absorb, which is why I plan on drawing up my own 2-3 page document describing the system and including the only 3 tables anyone will ever need. Then no one has to look at the AU book or that Alternate Mechanic document and possibly get confused by what they're supposed to have.</p><p></p><p>And yes, the Mage Blade progression at 20th level is somewhere between a 12th to 13th level Magister, so Half isn't a fair label, but the point costs we both independently generated (4 & 7) work out to be about as close as you can get. <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></p><p></p><p>Well, I've spoken with most of the people in my group about the possibility of using this system for PC generation, and everyone to date has been receptive to the idea. I'll also allow anyone to continue to use the classes as written in Core & AU, but most classes will have changes (some substantial) for balance reasons, that it'll likely be eaiser just to come up with something from scratch.</p><p></p><p>And BTW, <strong>ouini</strong>, I was going to ask you if you wanted to play in the campaign. At this point I'm looking at 1 weeknight per month and likely not starting until August. You already have the AU book for spells! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Yep, and I apologize for misunderstanding what you were proposing, but I don't like the wonkiness that can lead to learning & casting a 7th level spell before you know or can cast any 5th or 6th level spells. Ideally buying a level of Half/Basic magic would get you about half as much as buying a level of Full/Advanced magic. Unfortunately the AU magic system doesn't allow that much granularity, so something else needs to be done.</p><p></p><p></p><p></p><p>I'm probably going to see if I can whittle down that Alternate Mechanic BMP system to something manageable. Since I'm only using two types of Magic, Basic & Advanced), I only need 3 tables. Figuring out your BMP <u>is</u> a bit of math, but anyone playing this game should be able to multiply Basic x2 and Advanced x3 and add them to get their BMP! <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p>And using this mechanic you <strong>do</strong> just add your Basic & Advanced magic levels together to get your Caster Level, so a Basic5/Adv7 would have a Caster Level of 12. The only time those 3 tables come out is at leveling time, which I believe my players & I can live with.</p><p></p><p>Thanks.</p><p></p><p>DrSpunj</p></blockquote><p></p>
[QUOTE="DrSpunj, post: 1536516, member: 994"] I don't think so, that's "Greenbond" territory, which Monte made efforts to keep distinct from what any old magic user could do (for instance, check out the Blessed & Corrupt magic feats; the former gives you access to all negative energy spells while the former does not because Monte didn't want to step on the Greenbond's toes; I'm not worried about that here so I'm giving positive energy spells back to the Blessed feat). Regardless, remember that in our Talislanta-like Mana system we had come up with the exact same thing: It's easier to convert real damage into subdual damage than it is to heal real damage straight away. I'd have to go back to our last version of that system to check, but I'd bet that 1st & 2nd level casters in our system would have been in the same situation. I think I [i]can[/i] explain most of it to anyone familiar with the Core rules on a single sheet of paper. I'd start with something like this: [COLOR=Silver]Every spell caster shares a big spell list like a Cleric, has Spell Slots every day like a Sorcerer, and chooses which spells to ready like a Wizard.[/COLOR] Starting from there it's not too difficult to explain the differences between Simple, Complex & Exotic spells, and the spell templates are a natural step from that. Weaving isn't a difficult concept, and Diminished & Heightened spells just make so much sense when you look at some Core spells as examples. I think since I'm only going to be using two sets of tables (Half & Full, which I may rename to something like Basic Magic & Advanced Magic) rather than almost a half dozen class-specific tables, that it's not all that bad. You're right, that would all be too much to for most anyone to absorb, which is why I plan on drawing up my own 2-3 page document describing the system and including the only 3 tables anyone will ever need. Then no one has to look at the AU book or that Alternate Mechanic document and possibly get confused by what they're supposed to have. And yes, the Mage Blade progression at 20th level is somewhere between a 12th to 13th level Magister, so Half isn't a fair label, but the point costs we both independently generated (4 & 7) work out to be about as close as you can get. :) Well, I've spoken with most of the people in my group about the possibility of using this system for PC generation, and everyone to date has been receptive to the idea. I'll also allow anyone to continue to use the classes as written in Core & AU, but most classes will have changes (some substantial) for balance reasons, that it'll likely be eaiser just to come up with something from scratch. And BTW, [b]ouini[/b], I was going to ask you if you wanted to play in the campaign. At this point I'm looking at 1 weeknight per month and likely not starting until August. You already have the AU book for spells! ;) Yep, and I apologize for misunderstanding what you were proposing, but I don't like the wonkiness that can lead to learning & casting a 7th level spell before you know or can cast any 5th or 6th level spells. Ideally buying a level of Half/Basic magic would get you about half as much as buying a level of Full/Advanced magic. Unfortunately the AU magic system doesn't allow that much granularity, so something else needs to be done. I'm probably going to see if I can whittle down that Alternate Mechanic BMP system to something manageable. Since I'm only using two types of Magic, Basic & Advanced), I only need 3 tables. Figuring out your BMP [u]is[/u] a bit of math, but anyone playing this game should be able to multiply Basic x2 and Advanced x3 and add them to get their BMP! :lol: And using this mechanic you [b]do[/b] just add your Basic & Advanced magic levels together to get your Caster Level, so a Basic5/Adv7 would have a Caster Level of 12. The only time those 3 tables come out is at leveling time, which I believe my players & I can live with. Thanks. DrSpunj [/QUOTE]
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