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General Tabletop Discussion
D&D Older Editions
v4: Challenge Ratings pdf (3.5 compatible)
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<blockquote data-quote="Kavon" data-source="post: 1198497" data-attributes="member: 9822"><p>Hey U_K <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>Hmm.. Yes. The thing I'm not confident about yet is.. how much more/less powerful than a feat is a certain thing? In some situations I can use my intuition on these things, and get it right by being lucky.. But I'd feel more comfortable if I had some sort of measuring stick.</p><p>I know there are allot of examples in v4 already, but I feel there might be certain things missing, like, how to account for a variable caster level with a spell-like ability. It's likely that I'm not seeing something of course.. I guess I'll go through it sometime and note the things I'm not sure about down, so that I can ask you about those.</p><p>I was also asking if you had the list of how much all the abilities were, since I know my players would like to have a list of abilities they could pick from. If you don't have it, I'll try making it myself of course (with all the errors I'm likely to make *sob* <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> ). I'll have to map out the classes from Arcana Unearthed too I think..</p><p></p><p>Hmm... Now that I think about it, how did you calculate the Integrated Spell Levels on page 19? I'll need to calculate how much the Integrated Spell Levels for the spellcasters in Arcana Unearthed are, since I built my homebrew spellcasting system around that...</p><p>Which brings me to another question... Hmm.. I'll email you about that I guess. I'll give you the file I made about my casting system to see what you think about it. I haven't worked on it for quite a while, so I'm not sure what I needed to change still. I'll check it out again one of these days.</p><p></p><p></p><p>Yeah, I'm still going to hold true to the XP/character level table. I'm just going to consider breaking the progression up into little pieces (this depends largely on how far my players are willing to go on this as well).</p><p>For example...</p><p>The character starts at level 1, and needs 1000 XP to reach 2nd level. This is 1 CR, thus 0.1 CR = 100 XP. If I break it up in feat-size bits, that'll be 200 XP a piece. They choose what ability they want to gain, and they 'train' in that while gaining XP (or they gain the XP, and choose where to put it in). Once they reach 1000 XP, they'll be level 2, and 0.1 CR would now cost 200 XP. The XP needed for one feat doubles to 400 XP. At level 3, it triples, etc...</p><p>If they want an ability that is greater than 1 feat (let's say 1.5 times as good; 300 XP for level 1), and they already have, say, 800 XP. They'd spend the normal amount for the first 2/3rd of the ability, and the level 2 amount after they gained 1000 XP. So, they first spent 200 XP on the ability. They become level 2, and for the last part of the ability they'll have to pay twice as much XP (200, for a total of 400 XP) to increase it further (and any other ability they'd want).</p><p>This way they wouldn't need to wait so long till they'd be able to gain something for their character (although it wouldn't be as much as they would get at a normal level up).</p><p>This would only be one way of doing it though. If the player wants, they can save up their XP to use for stuff like creating magical items, or to spend it all when they become level 2. It just depends on how much trouble the player is willing to go through, and what type of progression he/she feels comfortable with.</p><p>The end result should be the same either way (except if I missed something).</p><p></p><p>I..er.. hope I'm explaining this well enough. I know how terrible I am at it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /></p></blockquote><p></p>
[QUOTE="Kavon, post: 1198497, member: 9822"] Hey U_K :) Hmm.. Yes. The thing I'm not confident about yet is.. how much more/less powerful than a feat is a certain thing? In some situations I can use my intuition on these things, and get it right by being lucky.. But I'd feel more comfortable if I had some sort of measuring stick. I know there are allot of examples in v4 already, but I feel there might be certain things missing, like, how to account for a variable caster level with a spell-like ability. It's likely that I'm not seeing something of course.. I guess I'll go through it sometime and note the things I'm not sure about down, so that I can ask you about those. I was also asking if you had the list of how much all the abilities were, since I know my players would like to have a list of abilities they could pick from. If you don't have it, I'll try making it myself of course (with all the errors I'm likely to make *sob* :p ). I'll have to map out the classes from Arcana Unearthed too I think.. Hmm... Now that I think about it, how did you calculate the Integrated Spell Levels on page 19? I'll need to calculate how much the Integrated Spell Levels for the spellcasters in Arcana Unearthed are, since I built my homebrew spellcasting system around that... Which brings me to another question... Hmm.. I'll email you about that I guess. I'll give you the file I made about my casting system to see what you think about it. I haven't worked on it for quite a while, so I'm not sure what I needed to change still. I'll check it out again one of these days. Yeah, I'm still going to hold true to the XP/character level table. I'm just going to consider breaking the progression up into little pieces (this depends largely on how far my players are willing to go on this as well). For example... The character starts at level 1, and needs 1000 XP to reach 2nd level. This is 1 CR, thus 0.1 CR = 100 XP. If I break it up in feat-size bits, that'll be 200 XP a piece. They choose what ability they want to gain, and they 'train' in that while gaining XP (or they gain the XP, and choose where to put it in). Once they reach 1000 XP, they'll be level 2, and 0.1 CR would now cost 200 XP. The XP needed for one feat doubles to 400 XP. At level 3, it triples, etc... If they want an ability that is greater than 1 feat (let's say 1.5 times as good; 300 XP for level 1), and they already have, say, 800 XP. They'd spend the normal amount for the first 2/3rd of the ability, and the level 2 amount after they gained 1000 XP. So, they first spent 200 XP on the ability. They become level 2, and for the last part of the ability they'll have to pay twice as much XP (200, for a total of 400 XP) to increase it further (and any other ability they'd want). This way they wouldn't need to wait so long till they'd be able to gain something for their character (although it wouldn't be as much as they would get at a normal level up). This would only be one way of doing it though. If the player wants, they can save up their XP to use for stuff like creating magical items, or to spend it all when they become level 2. It just depends on how much trouble the player is willing to go through, and what type of progression he/she feels comfortable with. The end result should be the same either way (except if I missed something). I..er.. hope I'm explaining this well enough. I know how terrible I am at it. :o [/QUOTE]
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