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mongoose books balanced?
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<blockquote data-quote="Greg at FFG" data-source="post: 289005" data-attributes="member: 2866"><p>IMHO, I think there are two ways to look at this. You're taking a theoretical approach to the design. Axiom: You *don't* create a mechanic whereby players trade XP for abilities. Exceptions in the core rules are okay because they're in the core rules, and all that stuff is presumably already "balanced."</p><p></p><p>You can also take a practical approach to the design. You think to yourself: "These school abilities are generally less powerful than feats and class abilities, but they're cool because they allow for more character customization. We don't want players loading up on them and unbalancing the game, though. So how do we build in a cost that will prevent players from just taking as many as they can get their hands on?"</p><p></p><p>The answer was an XP cost, and it's the same answer the core rules designers came up with for limiting the number of magic items characters would create and the number of permanent spell effects spellcasters would cast on themselves. Sure, it's theoretically possible for a 10th-level wizard to have spent a billion XP on magic items or permanent spell effects. But what is theoretically possible isn't important in an actual game. The real question is, "Will my player spend a billion XP on magic items or permanent spell effects?" The answer is no, because he sacrifices level progression to do so. On the practical level, the same works for the schools in the Path books.</p><p></p><p>Now, of course, if you're still not happy with pushing the edges of the framework provided by the core rules, even in limited and measured ways, I have absolutely no problem with that. It's certainly true that the further you stretch the system, the more likely it is to break.</p><p></p><p>I fully intend to keep producing this kind of material at FFG because, frankly, there are a gazillion feats and prestige classes available, as we all know, and I think my audience wants to see stuff that is really new. After all, if my customers just wanted the core rules, they wouldn't be my customers. (And I'm definintely speaking in generalizations here--some of our customers will like, and some will hate, everything we publish.)</p><p></p><p>BTW, as an alternative you may find workable, simply create a Fighting School feat. You take the feat, and that entitles you to purchase ranks in a school for an XP cost + dues/lesson costs. Now the mechanic is effectively just like that governing item creation -- only now fighters and other real men can benefit from it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If you go this route, you may want to review the abilities offered and/or the XP costs, as they obviously weren't designed with an additional feat cost in mind. Most players, I suspect, will really appreciate the bit of work this requires, however. The added layer of customization, IMO, is really cool.</p><p></p><p>Greg</p><p>FFG</p></blockquote><p></p>
[QUOTE="Greg at FFG, post: 289005, member: 2866"] IMHO, I think there are two ways to look at this. You're taking a theoretical approach to the design. Axiom: You *don't* create a mechanic whereby players trade XP for abilities. Exceptions in the core rules are okay because they're in the core rules, and all that stuff is presumably already "balanced." You can also take a practical approach to the design. You think to yourself: "These school abilities are generally less powerful than feats and class abilities, but they're cool because they allow for more character customization. We don't want players loading up on them and unbalancing the game, though. So how do we build in a cost that will prevent players from just taking as many as they can get their hands on?" The answer was an XP cost, and it's the same answer the core rules designers came up with for limiting the number of magic items characters would create and the number of permanent spell effects spellcasters would cast on themselves. Sure, it's theoretically possible for a 10th-level wizard to have spent a billion XP on magic items or permanent spell effects. But what is theoretically possible isn't important in an actual game. The real question is, "Will my player spend a billion XP on magic items or permanent spell effects?" The answer is no, because he sacrifices level progression to do so. On the practical level, the same works for the schools in the Path books. Now, of course, if you're still not happy with pushing the edges of the framework provided by the core rules, even in limited and measured ways, I have absolutely no problem with that. It's certainly true that the further you stretch the system, the more likely it is to break. I fully intend to keep producing this kind of material at FFG because, frankly, there are a gazillion feats and prestige classes available, as we all know, and I think my audience wants to see stuff that is really new. After all, if my customers just wanted the core rules, they wouldn't be my customers. (And I'm definintely speaking in generalizations here--some of our customers will like, and some will hate, everything we publish.) BTW, as an alternative you may find workable, simply create a Fighting School feat. You take the feat, and that entitles you to purchase ranks in a school for an XP cost + dues/lesson costs. Now the mechanic is effectively just like that governing item creation -- only now fighters and other real men can benefit from it. :) If you go this route, you may want to review the abilities offered and/or the XP costs, as they obviously weren't designed with an additional feat cost in mind. Most players, I suspect, will really appreciate the bit of work this requires, however. The added layer of customization, IMO, is really cool. Greg FFG [/QUOTE]
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