homebrew Power creation: how not to overpower

Post/Author/DateTimePost
#1

ifritus

Aug 09, 2009 6:55:22
Im in the power creation section of my new homebrew class "the Gladiator"
Whom is a Martial Controller. (please note I had no idea it was a popular subject for Homebrew folks)

but this i suppose goes for all homebrew people.

How can you create a power and know if it is either over or underpowered compared to others at that level. (i scan through PH and compare them)

of course some of it is easy, you can hardly expect an at-Will to do 2[w] + (stat) mod damage AND an effect.

or do just 1[w] and no effect.

but as you get along the line. it gets harder, WHEN do you choose to create "big brother/sister" powers with the same effect only level adjusted?

any guidelines im sure would be appreciated by all who are having the same problem.
#2

Sinasilver

Aug 09, 2009 8:08:11
While I'm not going to post the details of mine, since I never post anything I do on these forums, I'll give you a rough idea of it just the same so you can repeat the process, and produce material that works consistently for you(In this case, no one but me has ever managed to successfully read my table, for instance, so I couldn't help you if I did post it).

I picked everything that could possibly be in a power apart, range, targets, effects, hit lines, etc. etc. etc. And created an arbitrary table of lists and point values for each item. I then went through the Players Handbook 1, and using my tables produced a sum for EVERY power, at every level, and averaged them all.

In theory, as long as your table is strictly followed while developing the target numbers, It should be close. As long as you don't value things really oddly.

After that, it's simply a matter of plugging in the values until you reach the appropriate sum. Even though on my table, official powers were obviously +/- a bit from power to power, I shoot for right on the line. It's a lot of work, but it's a lot of work you only have to use once.

Of course, due to differences in design between various sources, if you plan your material to be compatible with classes from other books than just the PHB1, I would suggest you add them to your numbers while deriving your power-point values.

As for when to develop similar though more powerful powers, I would suggest roughly the same place in the next tier. So if I have an early heroic daily that does moderate damage at the time and slows, I'd make the next ones in early paragon and early epic.
#3

jailbreaker

Aug 09, 2009 17:08:37
but as you get along the line. it gets harder, WHEN do you choose to create "big brother/sister" powers with the same effect only level adjusted?

When the power would be replaced, I think. This keeps the character's tactics the same.

Level 1 gets replaced at 13 and 15.
3, at 17.
5, at 19.
7, at 23.
9, at 25.
13, at 27.
15, at 29.
17, 19, 23, 25, 27, and 29, and at-will and utility powers, never get replaced.

So, if level 1 daily does, say, 2[w] damage (half on miss) and -2 to attacks (save ends), a level 15 daily might do 3 or 4[w] and -3 or -4 to attacks (save ends). A level 29 might do alotof[w] and -somethinglike5 to attacks (save ends).

Just an example.
#4

ifritus

Aug 10, 2009 8:48:08
Brilliant, thanks Jailbreaker.

Im using your advice currently. lv 19 Dailies now, wont be long till im onto Paragon paths, feats then the release of my class!
#5

bartleby42

Aug 10, 2009 10:43:12
The other important thing to keep in mind is the power level compared to other classes.

The goal of creating a class is to give player new options. If one of the new options is signifagently better than any other option, instead of creating a new option you impose a feat tax (multiclassing).

The best way, IMO, to stay in the correct power level, is for each level find a weak power and a strong power. Make sure your power isn't weaker than the weak power and isn't stronger than the strong power.
#6

ifritus

Aug 10, 2009 11:42:50
huh, great advice. i can see where your coming from. I suppose it is related with the current dislike for the ranger class, i think if i remember correctly someone argfued that the archer ranger more or less has their powers chosen for them at every level.

doing lv29 Dailies

then onto Paragon Class Creation.

oh noooooooo

im at a kink there. Compelte mindblock.

i just thought...

do classes have paragon level class only feats... and are they related to paragon paths?
#7

jailbreaker

Aug 11, 2009 11:26:38
I'm a bit confused by your question, but what I think you're saying translates to:

Do Paragon Tier class feats have anything to do with Paragon Paths?

As far as I know, they do not.
#8

ifritus

Aug 11, 2009 12:58:27
Twas precisely my question... and cheers.

one down.
one in progress
two to go


tell me, is this a wise descision for making my guys paragon paths?

. hes a Controller. secondary leader.

1. one paragon path to increase controller type abilities (complete)
2. one path ro give some defender oriented aspects mixed into abilities (in prog)
3. one path to increase the leader type aspects of some powers
4. Stuck on this one... can i give a martial controller some abilities that are healer oriented?

for some reason, my hardest thing for the paragon paths so far ahs been their title. once i have that. most things fall into place
#9

bartleby42

Aug 11, 2009 20:42:40
What about a PP that emphasis a particular aspect of being a Controller? Say a push expert, or a status effect expert? That way you can go "I want to control lots of people so I'm going path A, or I want to shut down 1 target so I'm going path B".
#10

ifritus

Aug 12, 2009 6:14:12
nice idea. have sent you a PM of the PP that upgrades some controller aspects.
id guess that this one is the multiple enemy path, so one for the singular....