Ideas on balancing a new base class

jaults

First Post
We took the name, Mechanician, from the 2E Shi'ar Handbook and created a class that is based around creating clockwork/magic constructs. The class has a 3/4 BAB, good Will saves, a D6 HD, 4 skill points / level, and a skill list like this: Alchemy, Appraise, Concentration, Craft, Craft Clockwork Device, Disable Device, Knowledge, Profession, Use Magic Device.

The class uses a new skill, Craft Clockwork Device, that the character can use to build mechs of various sizes (size determines base ability scores and HD) and special abilities, called Functions. The mechs are based on various materials, which determine AC and affects HD. Based on the size, material, and functions desired, the cost in gold and XP, as well as the time and the Craft Clockwork Device check are determined.

The mechs are semi-autonomous, such that the Mechanician can order one to attack a target, and the mech will continue doing that until either it or the target is destroyed. Other example mechs have ranks in Disable Device, or a Fly speed, or an Entangle special attack, or some combination thereof.

Because the class' unique abilities revolve around spending money and lots of time creating these helper mechs, we are having a difficult time balancing the class with other base classes. We are a small group of mature gamers that have been playing together for nigh on 15 years, so we don't really have too many concerns with muchkinism or anything like that. But we would like to have something approaching balance, if only so that the DM (who is a relative newbie at DMing) can know what to throw at us.

I apologize for rambling on like this, but we have reached an impasse, and I was hoping that the brilliant hivemind (flattery will get me everywhere) that is ENWorld could help us out...

Thanks,
Jason
 

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I had to deal with this exact problem in a recent campaign. I created the gadgeteer to make various mechanical devices, especially constructs. Much to my dismay, I was not able to balance the idea of a construct that you build and is then set to go until it blows up. Either it is prohibitively expensive (which means you can't really design a class around it) or it is too powerful.

One idea might be to give them (as a class feature) a Stipend to spend for no purpose other than to craft contructs or devices. They could choose to spend more than that (by using adventuring funds) but then they would be giving up other abilities.

DC
 

DreamChaser said:
One idea might be to give them (as a class feature) a Stipend to spend for no purpose other than to craft contructs or devices. They could choose to spend more than that (by using adventuring funds) but then they would be giving up other abilities.
That's an interesting idea... what about ideas on balancing the amount of time it takes to make one of these constructs? We don't want it to be immediate, but if it takes too long, either the entire party ends up waiting around for the character to build something useful, of that character misses out on adventures while the rest of the party goes off and does stuff without him.

Thanks for your input,
Jason
 

Why not give the class bonus feats like the wizard and turn the clockwork creation into feats only the clockwork mage and any associated prestige classes can take?

Take advantage of the balancing mechanic in place

Also, after you're done you could even "roll" these feats back in as class abilities and knock out the bonus feats. This leaves no trace of the design process.

ciaran
 
Last edited:

ciaran00 said:
Why not give the class bonus feats like the wizard and turn the clockwork creation into feats only the clockwork mage and any associated prestige classes can take?
Actually, we already have the idea of bonus feats (and a bonus feats list) built into the class. We have created some feats that will fit into this list, such as Hurried Construction (allowing the Mechanician to make the mechs faster), Extra Function (enabling the Mechanician to fit an extra ability into his mechs) and Emergency Repair (which enables the Mechanician to jury-rig a broken mech quickly to get it back on its feet for a few rounds). We have a few others, as well.

Any further ideas?

Thanks,
Jason
 

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