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<blockquote data-quote="BryonD" data-source="post: 1655717" data-attributes="member: 957"><p>Hey Wulf,</p><p></p><p>Been thinking about this some more and I believe I may have come to a reconciliation.</p><p></p><p><strong>Assumptions:</strong></p><p>Classes are the primary domain of characters</p><p>Special Abilities are the primary domain of monsters</p><p>Using the 2/3 rule, a monster's final calculated CR will be a 50/50 fight with a character who has only class levels and the same CR. </p><p></p><p></p><p></p><p>Now, if a character adds on some special abilities, he pays a 50% premium on the price for these abilities. As you pointed out before, the abilities tend to be cheap and that premium results in a minimal to even negligible difference. However, if the character takes a large number of special abilities he starts to pay a higher "CR price" for it. In effect he is straying into the monster domain and must pay for this option. </p><p></p><p>The result is that, for a character with a significant value of special abilities, the math is actually wrong. His CR is over-rated. And thus a monster that the system claims is a 50/50 match against this character, acutally has the character slightly (or more) outgunned. </p><p></p><p>Which was my sticking point. The math is wrong.</p><p></p><p>HOWEVER</p><p>This is a feature, not a bug. </p><p>In effect it just gives the character fewer XP for his encounters. (It could lead an inexperienced GM to over threatened a party, but that is a small threat) So, ultimately, this ends up be exactly like the multi-class XP penalty from D&D.</p><p>A character with a lot of special abilities may very well end up needing 20 "standard" encounters to level up, instead of the target 13.33. </p><p>GT encourages characters to be "grim", not lathered up with fancy powers. This is the stick that provides that encouragement.</p><p></p><p>IF I wanted to run a game where more special abilities were typical. Such as a Darwin's World Game using the GT core, where lots of mutants are common, then the solution would be to cost characters out as monsters. Classes still cost the same, but abilities scale evenly with classes, no pseudo-multi-classing penalty.</p><p></p><p>Sound right to you?</p></blockquote><p></p>
[QUOTE="BryonD, post: 1655717, member: 957"] Hey Wulf, Been thinking about this some more and I believe I may have come to a reconciliation. [B]Assumptions:[/B] Classes are the primary domain of characters Special Abilities are the primary domain of monsters Using the 2/3 rule, a monster's final calculated CR will be a 50/50 fight with a character who has only class levels and the same CR. Now, if a character adds on some special abilities, he pays a 50% premium on the price for these abilities. As you pointed out before, the abilities tend to be cheap and that premium results in a minimal to even negligible difference. However, if the character takes a large number of special abilities he starts to pay a higher "CR price" for it. In effect he is straying into the monster domain and must pay for this option. The result is that, for a character with a significant value of special abilities, the math is actually wrong. His CR is over-rated. And thus a monster that the system claims is a 50/50 match against this character, acutally has the character slightly (or more) outgunned. Which was my sticking point. The math is wrong. HOWEVER This is a feature, not a bug. In effect it just gives the character fewer XP for his encounters. (It could lead an inexperienced GM to over threatened a party, but that is a small threat) So, ultimately, this ends up be exactly like the multi-class XP penalty from D&D. A character with a lot of special abilities may very well end up needing 20 "standard" encounters to level up, instead of the target 13.33. GT encourages characters to be "grim", not lathered up with fancy powers. This is the stick that provides that encouragement. IF I wanted to run a game where more special abilities were typical. Such as a Darwin's World Game using the GT core, where lots of mutants are common, then the solution would be to cost characters out as monsters. Classes still cost the same, but abilities scale evenly with classes, no pseudo-multi-classing penalty. Sound right to you? [/QUOTE]
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