Class Feature Progression - HELP! [Archive] - Wizards Community

Post/Author/DateTimePost
Viatos

01-19-08, 03:17 AM
Okay, so I'm designing a class system that allows you to either prioritize your class focuses 10/8/6, or prioritize them 8/8/8. 8/8/8 works fine - I ended up with a lovely 1/1/2/1/1/1/1/2/1/1/1/1/2/1/1/1/1/2/1/1 progression; your fastest and slowest ability meet up on the 2 levels. Cool.

The problem is 10/8/6. I want something like the above, where the overall pattern of feature gain is symmetrical. I cannot figure out how to pull it off. I know I can't get 10 to fit symmetrically into 20, I'm just looking for an overall even pattern with no dead levels.

Help!
Viatos

01-19-08, 03:34 AM
This is the closest I've gotten to something balanced.
1/1/1/2/1/1/1/2/1/1/1/1/2/1/1/1/2/1/1/1

Feature A: 1/3/5/7/9/12/14/16/18/20
Feature B: 2/4/6/8/13/15/17/19
Feature C: 4/8/10/11/13/17

As you can see, though, there's a rift in the progressions of Feature A and B, and a big cluster of C in the middle of your levels; this is what happens when you make the individual progressions symmetrical. It doesn't work. I need a fix.
archerpwr

01-19-08, 03:35 AM
Curiosity: What are the abilities?
Viatos

01-20-08, 02:24 AM
It's for a Legend of Legaia D20 project. I'm separating Ra-Seru abilities into the categories of Assault, Guard, and Magic. The easiest way to envision it, if you're not familiar with the game, is in terms of the powers of either the Witchblade or of Spawn. If neither of those are in your area of understanding, a Ra-Seru is a little like a sentient mindblade with lots of additional uses, like forming armor or the classic fireball.
teshen

01-20-08, 11:01 AM
I take it you're making it assault, guard, and magic because, like the games, the girl had lots of AP and MP, you had a tough guy join the party who specialized in lots of hit points and a few hard hitting attacks, and the hero was an even blend of magic and fighting...

Granted it's been a while since I played the two games, but seru were like some of the symbiotes out of eberron. Ra-Seru were the larger hit die versions in as far as they learned more abilities as you go up in level.

You could choose to treat them as either intelligent magical items or small aberrations... or just treat them as a flavor thing and use races and take classes with features that fit. The Kalashtar would be a good place to start. It has mindlink, and in Legaia the ra-seru were talking to each other telepathically. It also has the flavor of 'someone in my head' that could easily be a bonded seru rather than an outsider spirit.

A lot of the powers that the evolved ra-seru get could be psionic powers since there's not any handwaving or material components, but a lot of casting classes, like sorcerer or cleric, could work as well. I think of cleric because a cleric doesn't have to be devoted to a deity and his 'holy symbol' becomes the bonded seru. For the martial goodness that comes with the games, just take some levels in some martial adepts out of the Tome of Battle.

If you still want to make a variant system, you'll have to explain what each of the numbers actually means... you say class features, so is it wildshape uses or spellcasting or saves or base attack or what? Or are you going to assign a value to a list of different class features and let everyone 'buy' some when they level?