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DrSpunj's Class Balance Spreadsheet
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<blockquote data-quote="DrSpunj" data-source="post: 1640247" data-attributes="member: 994"><p>Here's the original link where I got it:</p><p><a href="http://home.pacbell.net/jdchambe/ArcanaUnearthedAlternateSpellProgression.doc" target="_blank">http://home.pacbell.net/jdchambe/ArcanaUnearthedAlternateSpellProgression.doc</a></p><p></p><p>His derivations are really pretty simple. If you compare the Magister and Mage Blade tables (what I'm using for Advanced/Full & Basic/Half magic, respectively) you'll notice that at 20th level the latter gives you roughly as much magic as the former does at around 12-13 levels. So saying half-magic is really a misnomer, since it's closer to 3/5 magic. Regardless, this guy simply tried to find a way to mix & merge levels of both and come up with a reasonably close approximation. To do that he's come up with a nifty mechanic that really approximates a Base Magic level to be equal to 2/3 of an Advanced Magic level.</p><p></p><p>You start out by looking at the Basic Magic/Mage Blade tables and find the row designated by however many levels of that type you have. That tells you how many base spells you have from your Basic Magic levels. You do the same with the Advanced/Magister tables for those levels.</p><p></p><p>His final part involves figuring out how many additional spells you get by mixing classes/types of magic. He does that with the Base Magic Power (BMP) mechanic. By multiplying any levels of Advanced Magic by 3, and multiplying any levels of Basic Magic by 2, and adding them together you come up with the BMP for that PC. You then find the proper row corresponding to your BMP level (it ranges from 2-60 representing 1 level of Basic Magic all the way up to 20 levels of Advanced Magic) and add those spells to your previous total.</p><p></p><p>Voila! You've now got 3 rows of spells representing your Basic Magic (Mage Blade) spells, your Advanced Magic (Magister) spells, and those from combining the two with the BMP mechanic. Add each column together to find out how many total 0-level, 1st-level, etc. spells you have.</p><p></p><p>He's reverse-engineered them so that if you stick with all Basic Magic or all Advanced Magic the combination of using that particular table plus the appropriate BMP gives you the proper number of spells as listed in Monte's AU in the tables.</p><p></p><p>So it works well if you don't mind the 2/3 fudge factor for the BMP mechanic. By that I mean a level of Basic Magic is really only worth a little more than 3/5 (0.6+) as I said above, but not as much as the 2/3 (.667) he's using here, so Basic Magic is a bit overvalued with his system. Still, that meshes very well with the prices as I have them since Basic Magic costs 4 CPs per level and Advanced Magic costs 7 CPs per level, so you're only paying for it as if it were worth 4/7 (which is .57).</p><p></p><p>All in all I'm very happy with how it's all come together! <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>My last big hurdle is trying to simplify the ability prereqs. I really kind of like what d20 Modern did, and especially most of <strong>Wulf</strong>'s adjustments with his Grim Tales book. There they call class abilities <em>Talents</em> because you can only pick them up at odd levels and they had to differentiate them from Feats which you get at every even level.</p><p></p><p>Now, I don't feel compelled to keep that distinction but I think I may borrow the underlying mechanic it represents, namely that stackable abilities you can only get every other level. Sneak Attack, for instance, is already limited this way, as is Rage. I think it's a pretty straightforward to make that a general rule and I can't see that Wildshape or any number of other abilities would be broken as long as you couldn't take it the first time too early.</p><p></p><p>The other thing d20 Modern did that looks nifty is create 6 "classes", each one based upon one of the six ability scores. They are Strong, Fast, Tough, Smart, Dedicated and Charismatic. Each of them allows access to specific Talent Trees. For instance, you can pick up Rage and Damage Reduction by taking some levels of Tough. Again, I'm not interested in keeping the classes here, but it's pretty straightforward to convert all the Class-Specific Talent Trees into Ability score prerequisites rather than the labels they use in d20 Modern. By that I mean, to pick up Rage you'd need a Con score of at least 13. To choose the Charismatic Hero's Charm ability you'd need a Charisma of at least 13. <strong>Thanee</strong> is suggesting doing just that in her thread <a href="http://www.enworld.org/forums/showthread.php?t=91678" target="_blank">here</a>.</p><p></p><p>I'm not sure if I'd go with an ability score prereq of 15 for Advanced Talents or not, since they already come with the caveat that you must be at least 3rd level to take Advanced Talents in the first place, and that is enough to effectively keep them out of 1st level PC hands on its own.</p><p></p><p>Thanks.</p><p></p><p>DrSpunj</p></blockquote><p></p>
[QUOTE="DrSpunj, post: 1640247, member: 994"] Here's the original link where I got it: [url]http://home.pacbell.net/jdchambe/ArcanaUnearthedAlternateSpellProgression.doc[/url] His derivations are really pretty simple. If you compare the Magister and Mage Blade tables (what I'm using for Advanced/Full & Basic/Half magic, respectively) you'll notice that at 20th level the latter gives you roughly as much magic as the former does at around 12-13 levels. So saying half-magic is really a misnomer, since it's closer to 3/5 magic. Regardless, this guy simply tried to find a way to mix & merge levels of both and come up with a reasonably close approximation. To do that he's come up with a nifty mechanic that really approximates a Base Magic level to be equal to 2/3 of an Advanced Magic level. You start out by looking at the Basic Magic/Mage Blade tables and find the row designated by however many levels of that type you have. That tells you how many base spells you have from your Basic Magic levels. You do the same with the Advanced/Magister tables for those levels. His final part involves figuring out how many additional spells you get by mixing classes/types of magic. He does that with the Base Magic Power (BMP) mechanic. By multiplying any levels of Advanced Magic by 3, and multiplying any levels of Basic Magic by 2, and adding them together you come up with the BMP for that PC. You then find the proper row corresponding to your BMP level (it ranges from 2-60 representing 1 level of Basic Magic all the way up to 20 levels of Advanced Magic) and add those spells to your previous total. Voila! You've now got 3 rows of spells representing your Basic Magic (Mage Blade) spells, your Advanced Magic (Magister) spells, and those from combining the two with the BMP mechanic. Add each column together to find out how many total 0-level, 1st-level, etc. spells you have. He's reverse-engineered them so that if you stick with all Basic Magic or all Advanced Magic the combination of using that particular table plus the appropriate BMP gives you the proper number of spells as listed in Monte's AU in the tables. So it works well if you don't mind the 2/3 fudge factor for the BMP mechanic. By that I mean a level of Basic Magic is really only worth a little more than 3/5 (0.6+) as I said above, but not as much as the 2/3 (.667) he's using here, so Basic Magic is a bit overvalued with his system. Still, that meshes very well with the prices as I have them since Basic Magic costs 4 CPs per level and Advanced Magic costs 7 CPs per level, so you're only paying for it as if it were worth 4/7 (which is .57). All in all I'm very happy with how it's all come together! :) My last big hurdle is trying to simplify the ability prereqs. I really kind of like what d20 Modern did, and especially most of [b]Wulf[/b]'s adjustments with his Grim Tales book. There they call class abilities [i]Talents[/i] because you can only pick them up at odd levels and they had to differentiate them from Feats which you get at every even level. Now, I don't feel compelled to keep that distinction but I think I may borrow the underlying mechanic it represents, namely that stackable abilities you can only get every other level. Sneak Attack, for instance, is already limited this way, as is Rage. I think it's a pretty straightforward to make that a general rule and I can't see that Wildshape or any number of other abilities would be broken as long as you couldn't take it the first time too early. The other thing d20 Modern did that looks nifty is create 6 "classes", each one based upon one of the six ability scores. They are Strong, Fast, Tough, Smart, Dedicated and Charismatic. Each of them allows access to specific Talent Trees. For instance, you can pick up Rage and Damage Reduction by taking some levels of Tough. Again, I'm not interested in keeping the classes here, but it's pretty straightforward to convert all the Class-Specific Talent Trees into Ability score prerequisites rather than the labels they use in d20 Modern. By that I mean, to pick up Rage you'd need a Con score of at least 13. To choose the Charismatic Hero's Charm ability you'd need a Charisma of at least 13. [b]Thanee[/b] is suggesting doing just that in her thread [URL=http://www.enworld.org/forums/showthread.php?t=91678]here[/URL]. I'm not sure if I'd go with an ability score prereq of 15 for Advanced Talents or not, since they already come with the caveat that you must be at least 3rd level to take Advanced Talents in the first place, and that is enough to effectively keep them out of 1st level PC hands on its own. Thanks. DrSpunj [/QUOTE]
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