helium3
First Post
Cadfan said:Or, we could just, you know, assign it some stats based on a chart of standards and our personal feelings on how to adjust stuff. Yay!
Well, you can also base it off a series of assumptions about what "balance" actually means and use those assumptions to generate your own table of values for attack, damage and AC. It's actually not that hard to do once you get everything logically worked out and posses a modest amount of Excel-Fu.
I've already done it for 3.5 though I haven't had a chance to actually test the beasties that result. That'll happen in the next game I run, I reckon. The tricky part about working with a table is making sure that your assumptions are very clear. If they aren't, it becomes very difficult to modify how you use the table correctly. I'm still fiddling with that at the moment. It could very well turn out that playtesting is the only good way to develop guidelines for handling situations that deviate from the basic assumptions.