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*Pathfinder & Starfinder
Re-visiting the Tiers
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<blockquote data-quote="Crazy Jerome" data-source="post: 5845564" data-attributes="member: 54877"><p>Wasn't me. I've also previously advocated the 1-5, 6-15, 16-25, 26-30 split. I prefer roughly that proportion, though I'm not that hung up on the actual numbers. I think there should not generally be "dead levels". So the numbers of levels should divide up the abilities gained in some kind of reasonably smooth flow. 5 levels of the short tiers and 10 in the longer ones does seem like a good ballpark.</p><p> </p><p>I have separately suggested that one way to compress a lot of levels, if they want an even proportion, is to use tiers as something you hit and start over, similar to what you have here but going up to max each time. I believe I used a variation of the prismatic colors for that one, too. Of course, your level range would then only be 5 to 10 in each tier. The idea there would be not that your numbers change, but that what the numbers mean changes. Of course, that's tricky to do in a d20+mod versus DC system--so you'd have some number changes inevitably. </p><p> </p><p>For example, say for sake of argument that you have 5 levels per tier, and the tiers are the prismatic colors, finally followed by "white" for a 40 level range. (This is not compatible with my previous post.) You start out "red" and can get to level 5. Numbers generally scale very slowly, but when you make "orange" you get more damage, a bonus to saving throws, extra options, etc. Heck, you might only get +1 to attacks per "tier" instead of by level. (I'd make it +2 in such a system to make it more stark.) In some ways, this would mimic early D&D, where fighters got +2 bumps more rarely, instead of something every level. Casters don't get another spell level until they hit a new tier, but they gain more spells of their current tier as they gain levels. Effect of level-based spells tops out at level 5 of that tier. Trying to use magic items more than 1 tier above you can get you fried or at least ignored--the equipment doesn't even recognize you as a valid user.</p><p> </p><p>There are probably some interesting things you can do with multiclassing in such a system. </p><p> </p><p>That's just a flavorful way of breaking the game into manageable chunks by power level. Doing that, I'd still prefer to distinguish the grit to wahoo scale by something other than straight power level--at least somewhat.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5845564, member: 54877"] Wasn't me. I've also previously advocated the 1-5, 6-15, 16-25, 26-30 split. I prefer roughly that proportion, though I'm not that hung up on the actual numbers. I think there should not generally be "dead levels". So the numbers of levels should divide up the abilities gained in some kind of reasonably smooth flow. 5 levels of the short tiers and 10 in the longer ones does seem like a good ballpark. I have separately suggested that one way to compress a lot of levels, if they want an even proportion, is to use tiers as something you hit and start over, similar to what you have here but going up to max each time. I believe I used a variation of the prismatic colors for that one, too. Of course, your level range would then only be 5 to 10 in each tier. The idea there would be not that your numbers change, but that what the numbers mean changes. Of course, that's tricky to do in a d20+mod versus DC system--so you'd have some number changes inevitably. For example, say for sake of argument that you have 5 levels per tier, and the tiers are the prismatic colors, finally followed by "white" for a 40 level range. (This is not compatible with my previous post.) You start out "red" and can get to level 5. Numbers generally scale very slowly, but when you make "orange" you get more damage, a bonus to saving throws, extra options, etc. Heck, you might only get +1 to attacks per "tier" instead of by level. (I'd make it +2 in such a system to make it more stark.) In some ways, this would mimic early D&D, where fighters got +2 bumps more rarely, instead of something every level. Casters don't get another spell level until they hit a new tier, but they gain more spells of their current tier as they gain levels. Effect of level-based spells tops out at level 5 of that tier. Trying to use magic items more than 1 tier above you can get you fried or at least ignored--the equipment doesn't even recognize you as a valid user. There are probably some interesting things you can do with multiclassing in such a system. That's just a flavorful way of breaking the game into manageable chunks by power level. Doing that, I'd still prefer to distinguish the grit to wahoo scale by something other than straight power level--at least somewhat. [/QUOTE]
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