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DrSpunj's Class Balance Spreadsheet
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<blockquote data-quote="DrSpunj" data-source="post: 1643271" data-attributes="member: 994"><p>I bought it the day it came out. I'd been keeping an eye out for it. He does some pretty cool stuff but he created his system on the primary assumption that Core was balanced, then came up with numbers that fit that scenario. Since my underlying assumption was that things were <u>not</u> balanced, I'm mining it for what I can but it certainly isn't something I'm going to use.</p><p></p><p>He also gets away from CPs by having PCs buy their abilities wholly with XP. That way you essentially upgrade on the fly instead of using level breaks. They use a very similar system in Mutants & Masterminds which I enjoyed very much so one thing I've already swiped is something similar:</p><p></p><p>Since each level after 1st gets you 11 CPs I'm going to award the players 1 CP for each 1/10 of XP they need to get to the next level, then 2 CPs when they actually cross the level boundary. You also don't get any of the "free stuff" until you cross the level boundary. This way you're getting some CPs after nearly every session and have to figure out if you're going to spend them on things that only cost a few CPs, or save them up for a Feat or Magic. Having done that in an M&M game I can tell you it's easy to agonize (in a <em>fun</em> way IMO) over what to do with your points. Spend them? Or Save them? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>He also went with variable costs for all the abilities, he almost had to to get things to sum up with all the classes being equal right from the start. I have to look over his prereqs to see what he's done, but haven't taken the time yet.</p><p></p><p>Thanks.</p><p></p><p>DrSpunj</p></blockquote><p></p>
[QUOTE="DrSpunj, post: 1643271, member: 994"] I bought it the day it came out. I'd been keeping an eye out for it. He does some pretty cool stuff but he created his system on the primary assumption that Core was balanced, then came up with numbers that fit that scenario. Since my underlying assumption was that things were [u]not[/u] balanced, I'm mining it for what I can but it certainly isn't something I'm going to use. He also gets away from CPs by having PCs buy their abilities wholly with XP. That way you essentially upgrade on the fly instead of using level breaks. They use a very similar system in Mutants & Masterminds which I enjoyed very much so one thing I've already swiped is something similar: Since each level after 1st gets you 11 CPs I'm going to award the players 1 CP for each 1/10 of XP they need to get to the next level, then 2 CPs when they actually cross the level boundary. You also don't get any of the "free stuff" until you cross the level boundary. This way you're getting some CPs after nearly every session and have to figure out if you're going to spend them on things that only cost a few CPs, or save them up for a Feat or Magic. Having done that in an M&M game I can tell you it's easy to agonize (in a [i]fun[/i] way IMO) over what to do with your points. Spend them? Or Save them? :p He also went with variable costs for all the abilities, he almost had to to get things to sum up with all the classes being equal right from the start. I have to look over his prereqs to see what he's done, but haven't taken the time yet. Thanks. DrSpunj [/QUOTE]
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