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<blockquote data-quote="Nonlethal Force" data-source="post: 4585010" data-attributes="member: 35788"><p>I took a brief look at the system. I'm not sure I fully understand every aspect of it, but I will say from my own experience that one of the major flaws presented in many D&D works is jumping to a quadratic model. I realize that in your system you do say that any formula could be adopted and you just used quadraticas an example. But having gone through this kind of thought often, I would offer up the help that the more you stick to a linear model the longer game balance will be preserved over the course of the levels.</p><p></p><p>EDIT: I reread your work again ... I was troubled by my understanding of how you were using XP in relation to the points. ThenI realized that there is no correlation. So I understand a little better now. Just out of curiosity, why did you choose to increase each level by 1 in the base group? I'm curious because of the implication it leads to. It is inherently saying that classes generally are increasing faster in power at the beginning than the end. For example, an incease from 8 build points to 9 build points is a jump of 112.5%. However, an increase from 20 build points to 21 build points is only 105%. Just something to think about. I'm not saying yours is wrong, of course. I'm just lifting up an alternate model to help you reflect upon your own model. /EDIT</p><p></p><p>If you are looking to get away from automatic imbalance in class levels and multiclassing issues (especially in referance to spellcasting ability and its availability/unavailability to allclasses) check out my sig. Dreamscarred Press recently put out <em>Complete Control</em>, which is a system designed to refigure the leveling process. I offer it up as an example, since you are interested in redefining balance in the game. Since you seem to enjoy the math behind character design, I'll add a caveat that there is one chapter within the product that is designed precisely for people that like to see the math. The mathematical explanations for the tables/progressions within the work are all within that particular chapter. I would encourage you to look it over.</p><p></p><p>I also know that looking at other people's systems can really help inspire your own. I looked heavily at <em>Buy the Number</em> before refining mine. I wanted to see what that work did that I liked and what I disagreed with. In looking at that work (and a few others) it helped me refine my own.</p><p></p><p>Anyway, I hope that as you look at character design you are inspired to always tweak your system to represent the model you want. Tinkering is a wonderful thing!</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 4585010, member: 35788"] I took a brief look at the system. I'm not sure I fully understand every aspect of it, but I will say from my own experience that one of the major flaws presented in many D&D works is jumping to a quadratic model. I realize that in your system you do say that any formula could be adopted and you just used quadraticas an example. But having gone through this kind of thought often, I would offer up the help that the more you stick to a linear model the longer game balance will be preserved over the course of the levels. EDIT: I reread your work again ... I was troubled by my understanding of how you were using XP in relation to the points. ThenI realized that there is no correlation. So I understand a little better now. Just out of curiosity, why did you choose to increase each level by 1 in the base group? I'm curious because of the implication it leads to. It is inherently saying that classes generally are increasing faster in power at the beginning than the end. For example, an incease from 8 build points to 9 build points is a jump of 112.5%. However, an increase from 20 build points to 21 build points is only 105%. Just something to think about. I'm not saying yours is wrong, of course. I'm just lifting up an alternate model to help you reflect upon your own model. /EDIT If you are looking to get away from automatic imbalance in class levels and multiclassing issues (especially in referance to spellcasting ability and its availability/unavailability to allclasses) check out my sig. Dreamscarred Press recently put out [i]Complete Control[/i], which is a system designed to refigure the leveling process. I offer it up as an example, since you are interested in redefining balance in the game. Since you seem to enjoy the math behind character design, I'll add a caveat that there is one chapter within the product that is designed precisely for people that like to see the math. The mathematical explanations for the tables/progressions within the work are all within that particular chapter. I would encourage you to look it over. I also know that looking at other people's systems can really help inspire your own. I looked heavily at [i]Buy the Number[/i] before refining mine. I wanted to see what that work did that I liked and what I disagreed with. In looking at that work (and a few others) it helped me refine my own. Anyway, I hope that as you look at character design you are inspired to always tweak your system to represent the model you want. Tinkering is a wonderful thing! [/QUOTE]
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