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<blockquote data-quote="spunky_mutters" data-source="post: 938297" data-attributes="member: 5426"><p>I think what I'm going to do is create a chart to gauge average power for a given level in different areas. I will use the DMG NPCs as a baseline (I know they aren't optimized and lack equipment, but it gives me levels 1-20 in each core class made with the same assumptions, which should serve me well for a guide), and calculate averages for each of the important combat factors for each level. I can then use this to peg abilities for the players to a given level, create an average level for the player, and determine disproportionate strengths and weaknesses for their level.</p><p></p><p>I can then run some scenarios to test it and find holes. If I keep things simple enough I can just make a perl script to run on the pcgen XML output to generate a result for monsters/npcs/pcs. In this way I can generate a normalized result to serve as a basis for comparison.</p><p></p><p>With regard to Upper Krust's system, the problem I have with it is that you can either overpay for abilities that are useless past a certain level, or underpay for abilities that skew things at early levels (it's mostly overpaying, though). By establishing a baseline amount in each category from 1-20, I can not only ignore things that have no effect on a category at higher levels, but I can automatically have a list of strengths and weaknesses for both PCs, NPCs and Monsters. This is more useful than just a CR rating. If I know the party has bad saves and no SR, I know that creatures that are +levels in spellcasting or magic abilities will be a potential killer even if the CR looks about right.</p><p></p><p>I'm leaving on a trip for the next few days so I'll post what I come up with when I come back.</p><p></p><p>Thanks to everybody who lent their opinions to my dilemma.</p></blockquote><p></p>
[QUOTE="spunky_mutters, post: 938297, member: 5426"] I think what I'm going to do is create a chart to gauge average power for a given level in different areas. I will use the DMG NPCs as a baseline (I know they aren't optimized and lack equipment, but it gives me levels 1-20 in each core class made with the same assumptions, which should serve me well for a guide), and calculate averages for each of the important combat factors for each level. I can then use this to peg abilities for the players to a given level, create an average level for the player, and determine disproportionate strengths and weaknesses for their level. I can then run some scenarios to test it and find holes. If I keep things simple enough I can just make a perl script to run on the pcgen XML output to generate a result for monsters/npcs/pcs. In this way I can generate a normalized result to serve as a basis for comparison. With regard to Upper Krust's system, the problem I have with it is that you can either overpay for abilities that are useless past a certain level, or underpay for abilities that skew things at early levels (it's mostly overpaying, though). By establishing a baseline amount in each category from 1-20, I can not only ignore things that have no effect on a category at higher levels, but I can automatically have a list of strengths and weaknesses for both PCs, NPCs and Monsters. This is more useful than just a CR rating. If I know the party has bad saves and no SR, I know that creatures that are +levels in spellcasting or magic abilities will be a potential killer even if the CR looks about right. I'm leaving on a trip for the next few days so I'll post what I come up with when I come back. Thanks to everybody who lent their opinions to my dilemma. [/QUOTE]
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