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"Epic" progression after 6th level
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<blockquote data-quote="phindar" data-source="post: 3607675" data-attributes="member: 37198"><p>I see class balance as being more of a non-issue. People not choosing classes doesn't really seem to be that big of a deal in actual play-- if no one plays a class the point of "Doesn't this class suck?" never gets brought up. (I mean, yeah it sucks, but npcs can still take it.) Classes balanced from 1-20th level with a certain amount of feats available probably aren't going to be equally balanced at 1-6th level with a completely different amount of feats available. You could introduce changes to make the Fighter more viable (basing it off something other than more feats), but at that point you're almost writing a new class just to preserve the name "Fighter". And with 68 Base Classes and counting (that was the last number mentioned, I haven't been counting), its not like their aren't options out there.</p><p></p><p>Capping base saves: My theory is if a player multiclasses to get an awesome Save, he's either shafting other Saves (like the guy with the Fort +12, Reflex +2 and Will +0), or he's shafting other class abilities, like a Monk 2/Ranger 2/Cleric 2. He'd have a Fort +9, Ref +6, and Will +6 (base). At that point, having great saves is his class ability, because everything else is a bit of a mish-mash. </p><p></p><p>I'm also a little proud that a lot of this-- Rogue 6, Wands-- I was talking about two pages ago. If a lackluster class ability (like Trapsense +2) makes people more likely to take a level of something else, I don't see that as a bad thing. (Although looking at the chart, I'd probably just move Imp Uncanny Dodge down to 6th level-- but I'm nicer about defensive abilities. And that solves the problem of barb/rogues being better Uncanny Dodgers than single class rogues.) </p><p></p><p>Instead of having Craft Items simply be a gold and xp trade, I'd so go back to the old school idea of needing unique components. If to make a Wand of Fireballs you need the horn of a Red Dragon, the balancing factor isn't money or xp. (You could limit it to something like CL equal to Age Category of the Dragon, depending on how... um, draconian you wanted to be.) Personally, I like unique components because it encourages player creativity, and the items end up feeling less generic. </p><p></p><p>I like the idea of the titans as gods, and I wanted to put forth a few more less anthropomorphic beings to be worshipped. Dragons, natch, have the CR to be revered as living gods. Kraken are both mighty and very intelligent. I also like the idea of people worshipping big monsters, like a tribe of islanders who revere a megladon as their totem animal. Elemental Weirds from the MM2 are great for people who want to worship elemental forces, they cast as 18th level Sorcerers and get a list of at will divinations (which is interesting in how <em>divine</em> relates back to perception and to godliness). In a 6th level world, a CR 9 or 10 creature, or one with the ability to cast 4th or 5th level spells could easily be considered "gods".</p></blockquote><p></p>
[QUOTE="phindar, post: 3607675, member: 37198"] I see class balance as being more of a non-issue. People not choosing classes doesn't really seem to be that big of a deal in actual play-- if no one plays a class the point of "Doesn't this class suck?" never gets brought up. (I mean, yeah it sucks, but npcs can still take it.) Classes balanced from 1-20th level with a certain amount of feats available probably aren't going to be equally balanced at 1-6th level with a completely different amount of feats available. You could introduce changes to make the Fighter more viable (basing it off something other than more feats), but at that point you're almost writing a new class just to preserve the name "Fighter". And with 68 Base Classes and counting (that was the last number mentioned, I haven't been counting), its not like their aren't options out there. Capping base saves: My theory is if a player multiclasses to get an awesome Save, he's either shafting other Saves (like the guy with the Fort +12, Reflex +2 and Will +0), or he's shafting other class abilities, like a Monk 2/Ranger 2/Cleric 2. He'd have a Fort +9, Ref +6, and Will +6 (base). At that point, having great saves is his class ability, because everything else is a bit of a mish-mash. I'm also a little proud that a lot of this-- Rogue 6, Wands-- I was talking about two pages ago. If a lackluster class ability (like Trapsense +2) makes people more likely to take a level of something else, I don't see that as a bad thing. (Although looking at the chart, I'd probably just move Imp Uncanny Dodge down to 6th level-- but I'm nicer about defensive abilities. And that solves the problem of barb/rogues being better Uncanny Dodgers than single class rogues.) Instead of having Craft Items simply be a gold and xp trade, I'd so go back to the old school idea of needing unique components. If to make a Wand of Fireballs you need the horn of a Red Dragon, the balancing factor isn't money or xp. (You could limit it to something like CL equal to Age Category of the Dragon, depending on how... um, draconian you wanted to be.) Personally, I like unique components because it encourages player creativity, and the items end up feeling less generic. I like the idea of the titans as gods, and I wanted to put forth a few more less anthropomorphic beings to be worshipped. Dragons, natch, have the CR to be revered as living gods. Kraken are both mighty and very intelligent. I also like the idea of people worshipping big monsters, like a tribe of islanders who revere a megladon as their totem animal. Elemental Weirds from the MM2 are great for people who want to worship elemental forces, they cast as 18th level Sorcerers and get a list of at will divinations (which is interesting in how [i]divine[/i] relates back to perception and to godliness). In a 6th level world, a CR 9 or 10 creature, or one with the ability to cast 4th or 5th level spells could easily be considered "gods". [/QUOTE]
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