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2007-10-24, 04:43 PM (ISO 8601)
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- Jan 2007
Implementation of differing class progressions in 3.5
Talk in the "What would a balanced system look like?" thread sparked this idea, based on something Lord Zentei said.
The differing XP tables given by AD&D not being compatible with the present system, I'm going to try something else. Something hopefully as non-clunky as possible.
All right. Say that for every character level you gain, you gain 6 Class Points. With these points, you purchase class levels, each of which has their own value associated with them. You can save up Class Points until you can spend them.
LA could also be integrated into this system (by costing 'effective class points', which would increase your ECL), allowing for fractional Level Adjustment. It would also allow for RHD to be more accurately accounted for, as RHD are often weaker than character levels.
Thoughts?
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2007-10-24, 04:52 PM (ISO 8601)
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- May 2007
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- The Land of Cleves
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Re: Implementation of differing class progressions in 3.5
It looks pretty clunky to me. Effectively what you've got then is that classes (at least, the "balanced" classes) go up to level 120, but 5 out of 6 levels are dead levels.
I think that the real solution to class balance is to just give the sub-par classes more and better abilities, and take some away from those that are too good (what they attempted to do in 3rd edition).Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics
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2007-10-24, 04:55 PM (ISO 8601)
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- Jan 2007
Re: Implementation of differing class progressions in 3.5
Not quite. The "Balanced" classes would have a 1:1 Character:Class level ratio, so they would logically cost 6 points (or however many you gave per character level).
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2007-10-24, 04:55 PM (ISO 8601)
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- Feb 2006
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- Manila, PH
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Re: Implementation of differing class progressions in 3.5
Actually we thought of the same thing. SAD Full casters use the wizard xp table for dnd, DAD/MAD Fullcasters use Cleric, SAD non casters use Fighter, DAD/MAD non casters use Thief.
My mother says: those on fire should roll.
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2007-10-24, 04:57 PM (ISO 8601)
- Join Date
- Jan 2007
Re: Implementation of differing class progressions in 3.5
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2007-10-24, 05:09 PM (ISO 8601)
- Join Date
- Dec 2006
Re: Implementation of differing class progressions in 3.5
Presumably you could have a quick bosh at it by stretching out or compressing the rate at which classes gain abilities as they progress through levels, rather than keeping the rate at which they gain abilities the same and stretching out or compressing the rate at which they gain levels.
You then end up with the question of what to do with a fighter (say) when they run out of abilities before the wizard's halfway up his progression as a caster. But that's another issue.
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2007-10-24, 08:15 PM (ISO 8601)
- Join Date
- Jan 2007
Re: Implementation of differing class progressions in 3.5
HD/Saves/BAB are class features as well, and in some cases some of the better class features a class gets.
Plus, hopefully, assigning a single number to a class would be easier than rearranging the classes abilities; for instance, if you want to slow down a Wizard's spell progression by 50%, you can revamp their spells known/learned and the levels they get them... or assign them a 9 for Class Points required per level. Admittedly, the quick way can easily introduce dead character levels (One every 3, in the case of 9 points), but it's quick, easy to maintain consistency for, and relatively neat.
Hmm. The system would require one special-case rule, though: 1'st ECL characters of a class with a Class Point requirement of over 6 start out with the appropriate number of negative CP's.
Hmm. Lot of dead levels for a score of 9:
Code:ECL Class Level Points 1 1 -3 2 1 3 3 2 0 4 2 6 5 3 3 6 4 0
Last edited by Indon; 2007-10-24 at 08:15 PM.
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2007-10-24, 11:24 PM (ISO 8601)
- Join Date
- May 2007
- Location
- The Land of Cleves
- Gender
Re: Implementation of differing class progressions in 3.5
Not quite. The "Balanced" classes would have a 1:1 Character:Class level ratio, so they would logically cost 6 points (or however many you gave per character level).Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics
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2007-10-24, 11:30 PM (ISO 8601)
- Join Date
- May 2005
- Location
- Appalachian Mountains
Re: Implementation of differing class progressions in 3.5
At that point, why don't you just play BESM? You would be putting as much work into changing the system as you would if you wrote up a big list of powers for a BESM game, with prereqs you had to meet before buying them.
Aratos Tell
HP:53/53 AC:19,FlatFooted:16,Touch:13
Active Effects: Speak w/Animals
Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants
Megiddo
HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
Active Effects:
Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2
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2007-10-25, 11:41 AM (ISO 8601)
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- Jan 2007
Re: Implementation of differing class progressions in 3.5
I don't own any books for BESM.
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2007-10-25, 09:46 PM (ISO 8601)
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- Sep 2005
- Gender
Re: Implementation of differing class progressions in 3.5
I f***ing love BESM. You have freedom in ways not even D&D has. I'm hoping that 4th ed is moving us towards character points and all that stuff. Seriously, if they did half the work on continuing BESM that they do for D&D it would be a glorious, glorious system indeed. The only caveat is that if you don't want to play modern you lose about 50% of the material... but seriously, D&D is about freedom in the micro sense, BESM is about freedom in the macro sense.
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2007-10-26, 12:40 AM (ISO 8601)
- Join Date
- May 2007
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- The Land of Cleves
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Re: Implementation of differing class progressions in 3.5
One other point I should have mentioned before: One of the peculiar effects of 2nd Edition's varying class progressions was that, for some values of experience points, a
roguethief was in all ways a better fighter than a fighter was (since the rogue had gotten to 2nd level, while the fighter was still 1st). It seems to me that you'll have something of the same effect here, except possibly even more so: Any class which costs more than standard won't get to 2nd level at least until the rest of the party gets to 3rd. Yes, some classes are broken at higher levels, but they can't get broken unless they actually survive the low levels first, which is not likely to happen if they're lagging right from the start.Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics