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Switch to Forum Live View Balancing Created Classes
3 years ago  ::  Jul 17, 2010 - 1:46PM #1
Sc4r3cr0w
Date Joined: Jul 17, 2010
Posts: 2
I am creating my own unique world setting. I am creating/editing the classes for this world, but I'm having trouble developing these classes. I want my classes to be as balanced as possible so my campaigns do NOT "blow-up" & fall apart. I have assigned HD, Base Attack Bonuses & Saves, Spells/day tables... the problem is Special Abilities. I'm trying to balance the classes level-dependent special abilities with what I've already assigned the classes, so that all the classes are balanced (as possible) against each other. So how should I determine what special ability progressions to assign each class, in order to keep them all balanced???
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3 years ago  ::  Jul 21, 2010 - 11:03AM #2
I_smile_alot
Date Joined: Sep 18, 2009
Posts: 622
Read ALL of the classes special abilities and pay VERY close attention to the mechanics of how they work and how they progress. You need to know that some abilities are just more advantagous then others before you even start. A quick example of that is regeneration. Monsters with regen are much, much harder to kill than other monsters of the same level. I think it shows how well you understand the importance of game balance that it's one of your top priorities. But this is a very large bite that you've bitten off. Where ever possible consider reflavoring and refluffing. That will help you in two ways, first some of that balance has already been considered and adjusted for, second it free's up your time and effort to work on things for which there is no equivalant. Third let your players know up front that you've done your best to balance things but it's a work in progess and if something is consistently to weak you'll work with them to improve it and if something is to strong you will take it down a notch. Players all hate to have their shiny abilities nerf'd but the long term game consequences are to important to ignore. Also pay attention to what changes have been made in the errata. A lot of times the change is a minor change in wording, but those minor changes let you know that how you word abilities is as important as the ability itself because players exploit every single loop hole.
smiles
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3 years ago  ::  Oct 05, 2010 - 7:14PM #3
Steeldoom
Date Joined: Nov 30, 2009
Posts: 21
I think you are best of just reskinning current monsters. So you want a monster that burrows and has reach? Look for one in Adventure Tools then adjust its level and minion/standard/elite/solo status. AT will then give you how much exp the monster is now worth.
Using this "cheat" will give you more time to develope your champaign and npc's. This might not exqctly fit your idea but sometimes close enough really is best.

imho
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