Thanks for the well-thought out response!
I'll try to tackle them one at a time.
First, I haven't thought about negatives, so I'm not sure how they would impact things either.
I purposely chose 3 points per level with the ability to carry over one point into the next level for the kind of balance to keep things from getting too out of hand. I believe the Fighter, Cleric, Elf, Specialist and maybe halfling all pretty much average out to three points per level. The MU is always low and the dwarf is currently front-loaded with abilities and then has a relatively weak progression.
1) If incorporating negative modifiers then I can see the d4. The d12 is good (although maybe just 3 pts, since that takes an entire advance)
2) It is primarily to encourage diversification. It could easily be one point per (although I did tinker with this to get the Specialist to be 8 pts)
3) Yes, chargen only!
4) Actually, I realize I didn't clarify that quite so well.
Yes, the alignment/casting type rule is still there (although I gave a not quite as tempting out for someone who wanted to do both), and what I meant by go up one level was go up one level as if going up a level on the experience point table, but I like the general every other level too. That would prevent the phenomenon of someone spending points for no tangible benefit.
5) The saving throw numbers came out of another discussion on the boards about what was a 0th level human. Essentially, you start at 2 worse than the worst score of any of the classes.
6) Thanks, it's mildly AD&D in tone, but I think it works.
7) Works for me, although if you take defend, but not parry, you will never use the generic parry option, as it provides the same AC as defend without the attack.
8) OK, how about "May cast spells at any encumbrance: 3 pts (2 pts if you already have the ability to cast spells while heavily encumbered)"
9) I had forgotten about the elf ability, that's good.
As to you min/max pit, I guess I'd say that the DM makes a call at the start of the game as to whether any negative points can be used or not. If the whole group is made of powergamers, let'em take the negatives to tweak their characters!
Also for those who think it may make characters too powerful, just give adversaries an additional +1 to hit and/or AC and 25% more HP and they'll be good to go!
Also to add to the list: Use the same weapon restrictions as a halfling: -1
Thanks again for the insight!
I'll incorporate and post another version in a bit.
Another advantage of this is that it really easy to generate NPCs of some unique ability, especially if they are retainers of the PCs. "Make four retainers, each have 4 points to spend, go!"
Thank you again for participating in my little thought experiment!
- Marc
Last edited by Lord Inar (2011-10-07 23:31:47)