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<blockquote data-quote="Drawmack" data-source="post: 485100" data-attributes="member: 4981"><p><strong>Synopsis:</strong></p><p>This class is underpowered because they fall into the lower 50% of the character classes. You can solve this one of two ways. You can make this classes power level random by taking a base of 13 cp and adding 1d6 to that so that the player gets a random number of cp to spend. </p><p></p><p>The system itself has a hole in it though at the two main arcane casters come out as the two weakest classes when play shows that this is not so. This can be fixed by altering the way that cp are spent on magic. The system lumps bonus feats and class abilities together, those should be broken out separately to allow for a bit more flexibility. In to the System.</p><p></p><p><strong>Analysis:</strong></p><p></p><p>I would recommend making this point buy be class abilities not bonus feats.</p><p></p><p></p><p>Should probably allow one exclusive class skill per cp spent on the number of skills and then pay this for extra exclusive skills, after all the expert template allows for two class skills.</p><p></p><p></p><p>Seems a bit skewed. How about 4 = simple weapon prof., 10 = simple & martial weapon prof., Limited selection = 1 point per 4 weapons. By your system I could take all but one simple weapon and all but on type of armor and pay nothing. Armor is 1 point per type.</p><p></p><p></p><p>If you break this out into class abilities you don't have to worry about this, just make a note that fighters bonus feats are a class ability every 2 levels.</p><p></p><p></p><p><strong>Numeric Analysis</strong></p><p>I came up with 16.4, but anyway. This exercise is proof of the poor quality of averages if you ask me. There are 10 classes represented here. 5 of the classes represented have a CP value higher then the average, 1 is at the rounded average and four are below the average. At a minimum I would round the CP up, which places them with 5 at or above and 5 at or below. Makes them an average class instead of a weak class. Although the optimal way to balance the system is to weight the average. Here is the idea. Each class is worth 13 points + some amount. The highest CP is 19, which is 13 + 6, this works out nicely. I would give the player 13 + 1d6 cp to build their class. </p><p></p><p><strong>Logical Analysis</strong></p><p>The sorcerer and wizard are the cheapest classes by your system. With this system and 16 points I could take the wizard and have 3 points left, I could then spent those points to give myself d10 HP, plus I automatically get a bonus feat every 4th level + the standard feat every 3rd level. Makes me able to really get powerful magic with metamagic feats, plus those HP. Ouch. I would make spell casting cost more, which would better balance the system overall as the point spread between characters would be less and therefore the average would work better.</p><p></p><p></p><p>Here is a major flaw in the system. Bard, Paladin and Ranger pay the same amount for their spells. Well, the bard gets spells at 1st level while the paladin and ranger don't get them until 4th level. At 20th level a bard can cast 9th level spells while a Paladin or Ranger can only cast 4th (i think) level spells. I would lump the Bard in with the Cleric and Druid or even put them by themselves, which is probably the better option. Here is what I can come up with.</p><p></p><p>SPELL ABILITY:</p><p>CP Ability</p><p>0 Cannot Cast Spells</p><p>1 Limited Spell selection above 4th level, 4th level spells only (Paladin, Ranger)</p><p>3 Limited Spell selection at first level, 6th level spells only (bard)</p><p>5 Full Selection of Divine Spells (Druid, Cleric)</p><p>8 Full Spell Selection of arcane spells (Wizard, Sorcerer)</p><p>1 Spontaneous Casting</p><p>4 Magical Familiar</p><p></p><p>With my changes to the point buy system here is the new point system for the classes.</p><p>Bard: ATTACK: 2, CLASS SKILLS: 3(1 + 2 exclusive), HIT DICE: 1, SAVES: 4, SKILL POINTS: 2, SPELLS: 4, WEAPONS: 4, ARMOR: 3, TOTAL: 23</p><p></p><p>Barbarian: ATTACK: 4, CLASS SKILLS: 1, HIT DICE: 4, SAVES: 2, SKILL POINTS: 1, SPELLS: 0, WEAPONS: 10, ARMOR: 3, TOTAL: 28</p><p></p><p>Cleric: ATTACK: 2, CLASS SKILLS: 1, HIT DICE: 2, SAVES: 4, SKILL POINTS: 0, SPELLS: 5, WEAPONS: 4, ARMOR: 4, TOTAL: 22</p><p></p><p>Druid: ATTACK: 2, CLASS SKILLS: 2, HIT DICE: 2, SAVES: 4, SKILL POINTS: 0, SPELLS: 5, WEAPONS: 3, ARMOR: 1, TOTAL: 18</p><p></p><p>Fighter: ATTACK: 4, CLASS SKILLS: 0, HIT DICE: 3, SAVES: 2, SKILL POINTS: 0, SPELLS: 0, WEAPONS: 10, ARMOR: 4, TOTAL: 23</p><p></p><p>Paladin: ATTACK: 4, CLASS SKILLS: 1, HIT DICE: 3, SAVES: 2, SKILL POINTS: 0, SPELLS: 1, WEAPONS: 10, ARMOR: 4, TOTAL: 30</p><p></p><p>Ranger: ATTACK: 4, CLASS SKILLS: 3, HIT DICE: 2, SAVES: 2, SKILL POINTS: 1, SPELLS: 1, WEAPONS: 10, ARMOR: 3, TOTAL: 26</p><p> </p><p>Rogue: ATTACK: 2, CLASS SKILLS: 3, HIT DICE: 1, SAVES: 2, SKILL POINTS: 4, SPELLS: 0, WEAPONS: 4, ARMOR: 1, TOTAL: 17</p><p></p><p>Sorcerer: ATTACK: 0, CLASS SKILLS: 2, HIT DICE: 0, SAVES: 2, SKILL POINTS: 0, SPELLS: 13, WEAPONS: 4, ARMOR: 0, TOTAL: 21</p><p> </p><p>Wizard: ATTACK: 0, CLASS SKILLS: 2, HIT DICE: 0, SAVES: 2, SKILL POINTS: 0, SPELLS: 12, WEAPONS: 2, ARMOR: 0, TOTAL: 18</p><p></p><p>Average CP for Core Classes: (23+28+22+18+23+30+26+21+18)/10 = 209/10 = 20.9</p><p></p><p>There is a problem with this though as the rogue and the wizard are the lowst rated classes but when you add in the rogues class abilities they will shoot up, but the wizard stays in the same place. We need to give the wizard more points some how but I've already spent 2 hours on this so someone else can work on that.</p></blockquote><p></p>
[QUOTE="Drawmack, post: 485100, member: 4981"] [b]Synopsis:[/b] This class is underpowered because they fall into the lower 50% of the character classes. You can solve this one of two ways. You can make this classes power level random by taking a base of 13 cp and adding 1d6 to that so that the player gets a random number of cp to spend. The system itself has a hole in it though at the two main arcane casters come out as the two weakest classes when play shows that this is not so. This can be fixed by altering the way that cp are spent on magic. The system lumps bonus feats and class abilities together, those should be broken out separately to allow for a bit more flexibility. In to the System. [b]Analysis:[/b] I would recommend making this point buy be class abilities not bonus feats. Should probably allow one exclusive class skill per cp spent on the number of skills and then pay this for extra exclusive skills, after all the expert template allows for two class skills. Seems a bit skewed. How about 4 = simple weapon prof., 10 = simple & martial weapon prof., Limited selection = 1 point per 4 weapons. By your system I could take all but one simple weapon and all but on type of armor and pay nothing. Armor is 1 point per type. If you break this out into class abilities you don't have to worry about this, just make a note that fighters bonus feats are a class ability every 2 levels. [b]Numeric Analysis[/b] I came up with 16.4, but anyway. This exercise is proof of the poor quality of averages if you ask me. There are 10 classes represented here. 5 of the classes represented have a CP value higher then the average, 1 is at the rounded average and four are below the average. At a minimum I would round the CP up, which places them with 5 at or above and 5 at or below. Makes them an average class instead of a weak class. Although the optimal way to balance the system is to weight the average. Here is the idea. Each class is worth 13 points + some amount. The highest CP is 19, which is 13 + 6, this works out nicely. I would give the player 13 + 1d6 cp to build their class. [b]Logical Analysis[/b] The sorcerer and wizard are the cheapest classes by your system. With this system and 16 points I could take the wizard and have 3 points left, I could then spent those points to give myself d10 HP, plus I automatically get a bonus feat every 4th level + the standard feat every 3rd level. Makes me able to really get powerful magic with metamagic feats, plus those HP. Ouch. I would make spell casting cost more, which would better balance the system overall as the point spread between characters would be less and therefore the average would work better. Here is a major flaw in the system. Bard, Paladin and Ranger pay the same amount for their spells. Well, the bard gets spells at 1st level while the paladin and ranger don't get them until 4th level. At 20th level a bard can cast 9th level spells while a Paladin or Ranger can only cast 4th (i think) level spells. I would lump the Bard in with the Cleric and Druid or even put them by themselves, which is probably the better option. Here is what I can come up with. SPELL ABILITY: CP Ability 0 Cannot Cast Spells 1 Limited Spell selection above 4th level, 4th level spells only (Paladin, Ranger) 3 Limited Spell selection at first level, 6th level spells only (bard) 5 Full Selection of Divine Spells (Druid, Cleric) 8 Full Spell Selection of arcane spells (Wizard, Sorcerer) 1 Spontaneous Casting 4 Magical Familiar With my changes to the point buy system here is the new point system for the classes. Bard: ATTACK: 2, CLASS SKILLS: 3(1 + 2 exclusive), HIT DICE: 1, SAVES: 4, SKILL POINTS: 2, SPELLS: 4, WEAPONS: 4, ARMOR: 3, TOTAL: 23 Barbarian: ATTACK: 4, CLASS SKILLS: 1, HIT DICE: 4, SAVES: 2, SKILL POINTS: 1, SPELLS: 0, WEAPONS: 10, ARMOR: 3, TOTAL: 28 Cleric: ATTACK: 2, CLASS SKILLS: 1, HIT DICE: 2, SAVES: 4, SKILL POINTS: 0, SPELLS: 5, WEAPONS: 4, ARMOR: 4, TOTAL: 22 Druid: ATTACK: 2, CLASS SKILLS: 2, HIT DICE: 2, SAVES: 4, SKILL POINTS: 0, SPELLS: 5, WEAPONS: 3, ARMOR: 1, TOTAL: 18 Fighter: ATTACK: 4, CLASS SKILLS: 0, HIT DICE: 3, SAVES: 2, SKILL POINTS: 0, SPELLS: 0, WEAPONS: 10, ARMOR: 4, TOTAL: 23 Paladin: ATTACK: 4, CLASS SKILLS: 1, HIT DICE: 3, SAVES: 2, SKILL POINTS: 0, SPELLS: 1, WEAPONS: 10, ARMOR: 4, TOTAL: 30 Ranger: ATTACK: 4, CLASS SKILLS: 3, HIT DICE: 2, SAVES: 2, SKILL POINTS: 1, SPELLS: 1, WEAPONS: 10, ARMOR: 3, TOTAL: 26 Rogue: ATTACK: 2, CLASS SKILLS: 3, HIT DICE: 1, SAVES: 2, SKILL POINTS: 4, SPELLS: 0, WEAPONS: 4, ARMOR: 1, TOTAL: 17 Sorcerer: ATTACK: 0, CLASS SKILLS: 2, HIT DICE: 0, SAVES: 2, SKILL POINTS: 0, SPELLS: 13, WEAPONS: 4, ARMOR: 0, TOTAL: 21 Wizard: ATTACK: 0, CLASS SKILLS: 2, HIT DICE: 0, SAVES: 2, SKILL POINTS: 0, SPELLS: 12, WEAPONS: 2, ARMOR: 0, TOTAL: 18 Average CP for Core Classes: (23+28+22+18+23+30+26+21+18)/10 = 209/10 = 20.9 There is a problem with this though as the rogue and the wizard are the lowst rated classes but when you add in the rogues class abilities they will shoot up, but the wizard stays in the same place. We need to give the wizard more points some how but I've already spent 2 hours on this so someone else can work on that. [/QUOTE]
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