EPP & Game Mechanics
- moriarty777
- Renegade Mage
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EPP & Game Mechanics
Just a question if anyone has any thoughts to the vastly varried EPP tables from class to class.
Does anyone use something different than what is offered?
I understand and prefer different progressions from class to class but at the same time, I'm wondering why these are as diverse as they are.
Just curious as always... Thanks!
Does anyone use something different than what is offered?
I understand and prefer different progressions from class to class but at the same time, I'm wondering why these are as diverse as they are.
Just curious as always... Thanks!
They did use a standardized approach to this. They gave a certain xp value for the different BtH progressions, xp values for spellcasting, values of skill type class abilities, and xp for class abilities that are quasi magical. So in this regard the classes various xp progressions are balanced against one another.
In play, up to an average of 6th level, only the thief is really pulling out ahead by being level 7. The rest are very close. So far I think they are very well balanced in terms of rate of advancement and power of the given class. Much more so than 3e or 2e (my memory on 2e is very fuzzy, but I'm pretty sure I am remembering well enough to be correct).
My current group is playing a dual class Runemark/Druid (who started out as a straight Druid, but due to in campaign stuff also became a Runemark), a Knight, a Ranger, and the Thief. The thief is definitely the weakest of all of them, especially in terms of combat, so I am glad to see it progress faster.
In play, up to an average of 6th level, only the thief is really pulling out ahead by being level 7. The rest are very close. So far I think they are very well balanced in terms of rate of advancement and power of the given class. Much more so than 3e or 2e (my memory on 2e is very fuzzy, but I'm pretty sure I am remembering well enough to be correct).
My current group is playing a dual class Runemark/Druid (who started out as a straight Druid, but due to in campaign stuff also became a Runemark), a Knight, a Ranger, and the Thief. The thief is definitely the weakest of all of them, especially in terms of combat, so I am glad to see it progress faster.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- moriarty777
- Renegade Mage
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- Joined: Fri Jul 07, 2006 7:00 am
- Location: Montreal, Canada
Treebore wrote:
They did use a standardized approach to this. They gave a certain xp value for the different BtH progressions, xp values for spellcasting, values of skill type class abilities, and xp for class abilities that are quasi magical. So in this regard the classes various xp progressions are balanced against one another.
In play, up to an average of 6th level, only the thief is really pulling out ahead by being level 7. The rest are very close. So far I think they are very well balanced in terms of rate of advancement and power of the given class. Much more so than 3e or 2e (my memory on 2e is very fuzzy, but I'm pretty sure I am remembering well enough to be correct).
My current group is playing a dual class Runemark/Druid (who started out as a straight Druid, but due to in campaign stuff also became a Runemark), a Knight, a Ranger, and the Thief. The thief is definitely the weakest of all of them, especially in terms of combat, so I am glad to see it progress faster.
Cool! I didn't think they were just pulled out in the air but at the same time, there was enough variation for me not to be able to figure out the pattern from one class to another. The Thief (er Rogue) seems to level up faster in the early level which makes sense when you measure him up with some of the other classes.
What would be nice to see, possibly, in the forthcoming CKG (or other book) are some of these guidelines in order to better create new classes. I noticed that in the M&T book, there were guidelines for granting and calculating XP for types/numbers of Special Abilities (if I remember correctly)...
I had considered (albeit briefly) to generalize some of the classes to fewer EPP tables (maybe down to four or so) but given what you've told me, I'll most likely leave well enough alone.
Thanks again!
For an example of how the classes are built, see the file called on my website (through my signature) on class deconstruction. I cannot provide you with all of the details since that is a part of the CKG and/or another book called Adventurer's Backpack, and is entirely up to Davis Chenault on how much he wishes to include. I do know that my breakdown (not based on his as I no one but him has access to it) is almost exact, however, as he has informed me of such.
serleran wrote:
For an example of how the classes are built, see the file called on my website (through my signature) on class deconstruction. I cannot provide you with all of the details since that is a part of the CKG and/or another book called Adventurer's Backpack, and is entirely up to Davis Chenault on how much he wishes to include. I do know that my breakdown (not based on his as I no one but him has access to it) is almost exact, however, as he has informed me of such.
I would be really unhappy to pick up the CKG and find no rules or breakdown on creating new classes. To me, that is a very important piece of the game.
I use the Exp charts as written, and they are different because that is what works for C&C and is one of the thing brought back form the good old days
ken
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ken
_________________
Gygax is to Gaming what Kirby was to comics
Alas poor Elric I was a thousand times more evil than you
Slice N Dice: Game and Pizza Parlour
WWBYD What would Brigham Young do ?
http://www.geocities.com/J_Elric_Smith/Index.html
- moriarty777
- Renegade Mage
- Posts: 3735
- Joined: Fri Jul 07, 2006 7:00 am
- Location: Montreal, Canada
serleran wrote:
For an example of how the classes are built, see the file called on my website (through my signature) on class deconstruction. I cannot provide you with all of the details since that is a part of the CKG and/or another book called Adventurer's Backpack, and is entirely up to Davis Chenault on how much he wishes to include. I do know that my breakdown (not based on his as I no one but him has access to it) is almost exact, however, as he has informed me of such.
Thanks Serleran! This looks really interesting... I'm not questioning the validity of the mechanics of the game but I do like knowing how things work.
Re: EPP & Game Mechanics
moriarty777 wrote:
Just a question if anyone has any thoughts to the vastly varried EPP tables from class to class.
I had noticed this when first beginning C&C, but most everyone agreed that it's balanced with abilities and such that kick in at various levels. And so far, I'm finding this to be true. So I'm going BtB for now. Most of my group PCs are 2nd - 3rd level. Only our paladin who joined the group later is still at level 1!
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"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
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Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
