SowZ
2012-07-04, 01:40 PM
So basically, my thinking on this matter was that many classes have dead levels, especially martial classes, or else what you get in a level is usually boring or some small bonus. This isn't true of casters, but anyway. I got to thinking that adding new features to classes so that each class has cool new stuff every level would be way too much work and there are people who could do that, and have done that, better than me. But I wanted to do this in a way that could balance the game while also making each level more significant. Then it hit me.
My plan was to make each class scale to tenth level and, when it gets there, have all the features and roughly the same HP as it would have had if it were 20th level. I'm only doing this to the SRD base classes, by the way.
Alright, so the general changes that apply to every class. A feat is granted every other level. For HP, maximize HD at first level then go with the low-average for each level unless you like to roll HP. Instead of your con modifier adding to HP, every point above 10 or below ten adds to your HP. (So con of 15 adds 5. Con of 7 would subtract 3, but minimum of 1 on your HD still applies.) Finally, add your new BAB at each level to your HP. So, at level ten assuming a Con of 10, this is what each class looks like HP wise-
Wizard: 47
Sorcerer: 47
Psion: 47
Bard: 70
Rogue: 70
Psychic Warrior: 81
Druid: 81
Cleric: 81
Wilder: 81
Ranger: 99
Monk: 99
Soulknife: 110
Paladin: 110
Fighter: 110
Barbarian: 131
Close enough for my purposes. As for ability increases, those are still had at 4th and 8th level but you raise one mental and one physical whenever you would raise an ability. Further, everyone gets a flat +1 to all saves every 3rd level.
A few more tweaks. Any pre-req for a feat or somesuch is half as easy to obtain. Meaning your BAB, saves, or anything else except for CL is treated as double for getting new feats, (or 1 higher if it is 0.) This does mean your Fighter level is treated as double.
Also, bonus feats for everyone!
First level bonus feats:
Wizard: Toughness, Spell Mastery
Sorcerer: Toughness, Spell Focus
Psion: Inner Strength, Inner Strength
Bard: Extra Music, Weapon Focus
Rogue: Craven (without the drawback,) Weapon Focus
Psychic Warrior: Inner Strength, Weapon Focus
Druid: Self-Sufficient, Weapon Focus
Cleric: Extra Turning, Weapon Focus
Wilder: Psionic Body, Weapon Focus
Ranger: Weapon Focus, Weapon Focus
Monk: Improved Initiative, Weapon Focus
Soulknife: Power Attack, Great Fortitude
Paladin: Extra Smiting, Weapon Focus
Fighter: Weapon Focus, Weapon Focus
Barbarian: Extra Rage, Weapon Focus
Alright. So, after this, certain classes are not affected. Namely, Sorcerer, Druid, Wizard, Cleric, Psion. Spell progression, abilities gained, etc. are all the same but the character still caps out at ten. (Check it out, no more 6th level spells!) For some classes I made tweaks other than just changing when abilities are gained. Anyway, here was where I had to reorder abilities. It may seem a bit random but there was thought involved. Nonetheless, I would really appreciate feedback and none of these changes are set in stone. If an ability isn't mentioned, assume it stays in the same place. Alrighty then, let's go.
Barbarian: Indomitable Will at 3rd level, Greater Rage at 6th level, Tireless Rage at 7th level, DR 2 at 9th level, Mighty Rage at 10th level
Bard: Suggestion 5th level, Inspire Courage +2 7th level, Inspire Greatness 8th level, Song of Freedom 9th level, Inspire Heroics 10th level
Fighter: Pick a second good save, 4+SP, and a bonus feat every level instead of every other
Monk: Full BAB, proficient in unarmed strikes, can substitute wisdom for attack rolls, and for unarmed damage up a damage die every 3rd level, not fourth. Abundant Step and Diamond Body at 3rd level, Greater Flurry at 5th level, Diamond Soul and Ki Strike (Lawful) at 6th level, Quivering Palm and Timeless Body at 7th level, Ki Strike (Adamantine) and Tongue of the Sun and Moon at 8th level, Empty Body at 9th level, and Perfect Self at 10th level
Paladin: Good Will save, Spellcasting progression starts at 1st level, Special Mount 4th level, Smite Evil 3/day 7th level, Remove disease 2/week 8th level, An additional use of smite evil is added at 9th level and 10th level
Psychic Warrior: Bonus feat at 3rd level, 6th level, and 9th level
Ranger: Spellcasting progression starts at 1st level, Animal Companion at 2nd level, Camouflage at 3rd level, Combat Style Mastery at 5th level, Hide in Plain Sight at 7th level
Rogue: Rogue ability every even level
Soulknife: Full BAB, Mind Blade Enhancement +1 at 4th level, Knife to the Soul at 5th level, Mind Blade Enhancement +2 at 6th level, Multiple Throw at 8th level, Mind Blade Enhancement +3 at 10th level
Wilder: d8 HD, Wild Surge +3 at 6th level, Volatile Mind 2 PP at 7th level, Wild Surge +4 at 8th level, Surging Euphoria +2 at 9th level, Volatile Mind 3 PP at 10th level
As for power, you end up with about the same featwise, about the same HPwise, the same as far as what abilities you have though many are at a lower numerical value, better saves but not level 20 saves, and normal BAB/SP for a character your level. So much more powerful than a level 10, but still less than a 20. My estimate is that you should take the parties level times one and a half, rounded down, to get CR. The same thing, (times one and a half,) for WBL. But I have not used it yet, I want some more help on it first.
That's it. So, what are the playgrounds thoughts?
My plan was to make each class scale to tenth level and, when it gets there, have all the features and roughly the same HP as it would have had if it were 20th level. I'm only doing this to the SRD base classes, by the way.
Alright, so the general changes that apply to every class. A feat is granted every other level. For HP, maximize HD at first level then go with the low-average for each level unless you like to roll HP. Instead of your con modifier adding to HP, every point above 10 or below ten adds to your HP. (So con of 15 adds 5. Con of 7 would subtract 3, but minimum of 1 on your HD still applies.) Finally, add your new BAB at each level to your HP. So, at level ten assuming a Con of 10, this is what each class looks like HP wise-
Wizard: 47
Sorcerer: 47
Psion: 47
Bard: 70
Rogue: 70
Psychic Warrior: 81
Druid: 81
Cleric: 81
Wilder: 81
Ranger: 99
Monk: 99
Soulknife: 110
Paladin: 110
Fighter: 110
Barbarian: 131
Close enough for my purposes. As for ability increases, those are still had at 4th and 8th level but you raise one mental and one physical whenever you would raise an ability. Further, everyone gets a flat +1 to all saves every 3rd level.
A few more tweaks. Any pre-req for a feat or somesuch is half as easy to obtain. Meaning your BAB, saves, or anything else except for CL is treated as double for getting new feats, (or 1 higher if it is 0.) This does mean your Fighter level is treated as double.
Also, bonus feats for everyone!
First level bonus feats:
Wizard: Toughness, Spell Mastery
Sorcerer: Toughness, Spell Focus
Psion: Inner Strength, Inner Strength
Bard: Extra Music, Weapon Focus
Rogue: Craven (without the drawback,) Weapon Focus
Psychic Warrior: Inner Strength, Weapon Focus
Druid: Self-Sufficient, Weapon Focus
Cleric: Extra Turning, Weapon Focus
Wilder: Psionic Body, Weapon Focus
Ranger: Weapon Focus, Weapon Focus
Monk: Improved Initiative, Weapon Focus
Soulknife: Power Attack, Great Fortitude
Paladin: Extra Smiting, Weapon Focus
Fighter: Weapon Focus, Weapon Focus
Barbarian: Extra Rage, Weapon Focus
Alright. So, after this, certain classes are not affected. Namely, Sorcerer, Druid, Wizard, Cleric, Psion. Spell progression, abilities gained, etc. are all the same but the character still caps out at ten. (Check it out, no more 6th level spells!) For some classes I made tweaks other than just changing when abilities are gained. Anyway, here was where I had to reorder abilities. It may seem a bit random but there was thought involved. Nonetheless, I would really appreciate feedback and none of these changes are set in stone. If an ability isn't mentioned, assume it stays in the same place. Alrighty then, let's go.
Barbarian: Indomitable Will at 3rd level, Greater Rage at 6th level, Tireless Rage at 7th level, DR 2 at 9th level, Mighty Rage at 10th level
Bard: Suggestion 5th level, Inspire Courage +2 7th level, Inspire Greatness 8th level, Song of Freedom 9th level, Inspire Heroics 10th level
Fighter: Pick a second good save, 4+SP, and a bonus feat every level instead of every other
Monk: Full BAB, proficient in unarmed strikes, can substitute wisdom for attack rolls, and for unarmed damage up a damage die every 3rd level, not fourth. Abundant Step and Diamond Body at 3rd level, Greater Flurry at 5th level, Diamond Soul and Ki Strike (Lawful) at 6th level, Quivering Palm and Timeless Body at 7th level, Ki Strike (Adamantine) and Tongue of the Sun and Moon at 8th level, Empty Body at 9th level, and Perfect Self at 10th level
Paladin: Good Will save, Spellcasting progression starts at 1st level, Special Mount 4th level, Smite Evil 3/day 7th level, Remove disease 2/week 8th level, An additional use of smite evil is added at 9th level and 10th level
Psychic Warrior: Bonus feat at 3rd level, 6th level, and 9th level
Ranger: Spellcasting progression starts at 1st level, Animal Companion at 2nd level, Camouflage at 3rd level, Combat Style Mastery at 5th level, Hide in Plain Sight at 7th level
Rogue: Rogue ability every even level
Soulknife: Full BAB, Mind Blade Enhancement +1 at 4th level, Knife to the Soul at 5th level, Mind Blade Enhancement +2 at 6th level, Multiple Throw at 8th level, Mind Blade Enhancement +3 at 10th level
Wilder: d8 HD, Wild Surge +3 at 6th level, Volatile Mind 2 PP at 7th level, Wild Surge +4 at 8th level, Surging Euphoria +2 at 9th level, Volatile Mind 3 PP at 10th level
As for power, you end up with about the same featwise, about the same HPwise, the same as far as what abilities you have though many are at a lower numerical value, better saves but not level 20 saves, and normal BAB/SP for a character your level. So much more powerful than a level 10, but still less than a 20. My estimate is that you should take the parties level times one and a half, rounded down, to get CR. The same thing, (times one and a half,) for WBL. But I have not used it yet, I want some more help on it first.
That's it. So, what are the playgrounds thoughts?