Buying class features - alternatives to levels [Archive] - Wizards Community

Post/Author/DateTimePost
Matthew77

11-30-06, 11:31 AM
I'm sure that someone has done this before, but my google skills are failing me, so I would greatly appreciate any links to threads or websites.

I'm toying with the idea of ditching the traditional class levels system and switching to assigning a point value to class features, and just letting players spend x points each time they gain a level.

Before I do a lot of work estimating relative values of say +1 caster level vs a d12 hit die, can anyone point me to some previous discussion of the idea?

I'd prefer practical implementation schemes, rather than just theoretical debate over whether its a good idea or not.

Thanks,
-Matthew
Chrono Nexus

12-01-06, 01:23 AM
I just want to post before somebody else starts flaming you to say
"You aren't playing DnD, you fool, quit trying!!11!"
It is a good idea, but it has been done. I think GURPs is what you are looking for.
Thought

12-01-06, 10:03 AM
As chrono said, that is such a significant deviation from DnD (at least for now, who knows what DnD might look like in the future) that your answer is more likely to lie within the realm of "other" games. I am personally unaware of any specific threads regarding ala carte classes; however, You might find more of what you are looking for at the "Art of Game Design" over on the rpg.net forums.

Of course, I believe establishing a common means of valuing class aspects would be incredibly useful to people on the wizard boards; even if they don't want ala carte classes, a discussion establishing the comparative merits of various class features could certainly help in homebrew class creation (and PrC creation) and standard class modification.
Germytech

12-06-06, 02:19 PM
I know mine's not the only one, but you can check it out (http://boards1.wizards.com/leaving.php?destination=http://boards1.wizards.com/showthread.php%3Ft%3D534328).

Regarding unique class features, I implemented a point-buy based on the level when a class feature is gained.

A one-time class feature: 10 points + 1 point/minimum level when feature is gained. Prerequisited must also be met (evasion before improved evasion, etc.)

A scaling class feature: (same as above: 10+1/min. level) to gain access, then 1 point/level to "level-up" the feature (including empty levels), and a maximum of 1 point spent toward this feature per level.

For example: Druid's wild shape. 15 points to wild shape 1/day (5th level ability: 10+5=15).

Gain a level: 1 point to wild shape 2/day
Gain a level: 1 point to wild shape 3/day
Gain a level: 1 point to wild shape (large)
Gain a level: 1 point for nothing.
Gain a level: 1 point to wild shape 4/day

... etc.

Of course, you might use different values if you rely on a different point system (2 points/level for scaling class feature? 5 points as the base for a class feature?). But I think it might be a good starting point, and class features that start at higher levels will automatically be more valuable.