Ok, so I have a home brew system I am working on, but I keep hitting a wall in an area of game balance and could use some ideas on how to tackle this problem.
Here is the issue:
I want to have talent based character classes with 4e style powers. So as your leveling you get to customize your character's class features and selection of actions. But the tough part is balancing character creation and leveling, as players are selecting their powers and class features.
1. How would you balance players selecting combat vs. non-combat choices?
2. How would you balance players selecting active choice/action based powers vs. static bonuses/booster type class features?
3. How do you work these two needs all together without creating a mess and getting the Action based powers outside of the class (i.e. in lists like 3.5 spells)? What does the level/ class progression tables look like?
As an example: 4e uses class based powers as the actions, then splits them between attack and utility and offers those two power types at different levels. While most of the static effects are provided from feats.
Here is the issue:
I want to have talent based character classes with 4e style powers. So as your leveling you get to customize your character's class features and selection of actions. But the tough part is balancing character creation and leveling, as players are selecting their powers and class features.
1. How would you balance players selecting combat vs. non-combat choices?
2. How would you balance players selecting active choice/action based powers vs. static bonuses/booster type class features?
3. How do you work these two needs all together without creating a mess and getting the Action based powers outside of the class (i.e. in lists like 3.5 spells)? What does the level/ class progression tables look like?
As an example: 4e uses class based powers as the actions, then splits them between attack and utility and offers those two power types at different levels. While most of the static effects are provided from feats.