Re: Reworking Ranger as a Quasi-Class (the Guardian)
Posted: Wed Oct 17, 2012 3:04 pm
You are boiling everything down to pure mathematics, and while I can appreciate some effort to make things 'roughly equal', I do not base everything quite like that. I have no presumptions that this is all perfectly balanced to the exact grain of sand against each other. Mind you, the ultimate goal for these sorts of offerings is to make new and interesting character archetypes available, not to make rules and mechanics that work in every conceivable combination or usage.
Your point on Combination Class experience point issues (or non-issues, perspective pending) is one of the reasons I utilize a different XP model altogether. In the model we use (found in my houserules), these issues are addressed to our satisfaction. Everyone seems mostly happy with their progress, and everyone gets to play the character type they want (for the most part). With the kudos I give the vanilla fighter, i have not had anyone pull out a slide-rule in order to complain that "the other warrior type character got an extra +1, while I had to earn an extra 34.225% more experience in order to earn my +1". In other words, it is working well in practice for us. No one class or combination is dominating game play or seems altogether better than the other characters... and all is Zen while we are gaming.
Then again, I don't game with any Statistical Analysis gurus or Physics Majors who are min-maxing and rules lawyering the game apart... and I would not continue such a game if a player was going down that road. Things must be fun for me as well, and we don't play as a them vs me sort of way.
I will differ with you about the minimum ability scores coming up. When one is rolling btb, this will come up quite often. Even using my own houserules where arrays of scores are used, players must sometimes make very hard choices about ability scores in order to play certain character types (but this is partly due to generally increased Racial minimums that I utilize as well - again, in my house rules).
But, all that said, you have given me much valuable input on such mathematical issues that I will be pondering for a while. The percentage method of applying these (something I picked up from an abstract idea that EGG once spoke of in a dragon magazine article) may not be the best way (hurts certain classes, while giving others a break for the same set of abilities). My paradigm seems to be shifting to an alternate 'static' xp progression that one adds onto the base class (though not costing as much as a full class in a combination class situation). Release 3 of quasi-classes may incorporate such a change across the board.
Your point on Combination Class experience point issues (or non-issues, perspective pending) is one of the reasons I utilize a different XP model altogether. In the model we use (found in my houserules), these issues are addressed to our satisfaction. Everyone seems mostly happy with their progress, and everyone gets to play the character type they want (for the most part). With the kudos I give the vanilla fighter, i have not had anyone pull out a slide-rule in order to complain that "the other warrior type character got an extra +1, while I had to earn an extra 34.225% more experience in order to earn my +1". In other words, it is working well in practice for us. No one class or combination is dominating game play or seems altogether better than the other characters... and all is Zen while we are gaming.
Then again, I don't game with any Statistical Analysis gurus or Physics Majors who are min-maxing and rules lawyering the game apart... and I would not continue such a game if a player was going down that road. Things must be fun for me as well, and we don't play as a them vs me sort of way.
I will differ with you about the minimum ability scores coming up. When one is rolling btb, this will come up quite often. Even using my own houserules where arrays of scores are used, players must sometimes make very hard choices about ability scores in order to play certain character types (but this is partly due to generally increased Racial minimums that I utilize as well - again, in my house rules).
But, all that said, you have given me much valuable input on such mathematical issues that I will be pondering for a while. The percentage method of applying these (something I picked up from an abstract idea that EGG once spoke of in a dragon magazine article) may not be the best way (hurts certain classes, while giving others a break for the same set of abilities). My paradigm seems to be shifting to an alternate 'static' xp progression that one adds onto the base class (though not costing as much as a full class in a combination class situation). Release 3 of quasi-classes may incorporate such a change across the board.