Making your own "Sweet Spot"

starwed said:
That's always been an issue, though, even with XP costs.
Sort of. What I'm specifically referring to is that if a 'caster spends his "pool" on making items for another character, and then that character spends their own "pool" on APs, whereas XP expenditures tend to be pretty much self-correcting. Actually, looking at it I'm not sure it's that big of a deal, anyway. It might tend to discourage spellcasters from making items for other PCs...
 

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I think that something like this could work- with or without Crothian's modification- depending upon the other rules and assumptions in the game.

A game with a 3.X-style emphasis on balance at each level would necessitate cooperative leveling.

But examine a game like RIFTS (hear me out!) which has a class/level structure like that of 1Ed D&D, in which game balance is not a primary concern. PCs can have radically different abilities at first level, but progress at rates commensurate with their power levels. In other words, a "weaker" PC would advance more quickly than most others, and would improve significantly with each level. Meanwhile a "front-loaded" PC would advance very slowly, and level-based improvements might be only marginal. "1st level" or "10th level," thus, means different things to different PCs. Cooperative leveling might not be neccessary.

A game in which PC design is based upon pure archetypes or a point basis, even "leveling up" might be virtually meaningless in the traditional sense. In a game like that (assuming point base) a 250 point Combat Monster archetype will perform radically differently from a 250 point Ultimate Detective archetype. The latter may not even be able to survive 3 seconds on a battlefield the former could sleep on- meanwhile the former would find the Mystery of the Open Bag of Cheetoes completely insoluable even while the latter is surreptitiously wiping his power-orange fingers on the former's cape. Each would improve in their own fields of expertise, but comparison between the two might be meaningless. Cooperative leveling might not be neccessary. In fact, it might be better for the game if PC improvement were story driven- you improve what you used- in a non-discrete, "analog" kind of PC advancement progression. The PC who only uses his combat skills only improves his combat skills, and does so quickly. The PC who uses everything on his sheet on a regular basis might have across the board incremental improvements.
 

Dannyalcatraz said:
A game with a 3.X-style emphasis on balance at each level would necessitate cooperative leveling.
I don't personally see any real "emphasis on balance at each level" in 3.x. Even the obsession with shtick protection seems to me to be fading, what with all the class-feature substitution and new hybrid(-ish) baseclasses...
 

Compared to 1Ed, 3.x is balance crazy.

Each of the classes has the same XP chart, and thus gain HD at the same rate, as well as having many other abilities line up across classes at the same time. Everyone uses the same, linearly distributed attribute bonus charts...and those charts are uniform across the stats.

Compare to AD&D- The XP for a Barbarian to reach 2nd level would get a Thief to 3rd level...Rangers started with 2HD...Str had a different bonus progression from other characteristics, and ONLY warrior types had access to its upper reaches.
 

I dont think I understood, but I like the idea just not the gears.

Instead, im thinking of having it to where the players can craft there own class with class abilties, HD skills, BAB, saves, ect ect.

While the BAB, HD, Saves and HD had to be balanced, for this exercise I want the players to be creative with class abilties, breaking the mold of conventional D&D powers, while at the same time not making a conventoinal broken power.

For this, the DM will have the only veto power, used for the unbalanced HD/saves/Bab or for a too powerful/too conventional class abilty.


But who to pull this on? :uhoh:

---Rusty
 

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