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!!knm749Vz7aw 09/17/09(Thu)02:41 No.5893050Hey, OP! I added this to the previous thread, probably once everybody had gone to bed. I'm assuming you never saw it, so I'll repost it here. Also, unfortunately, I once again have to go to bed soon, so I can't fully participate here.
WATCH YOUR COMPLEXITY
I'm very tired now, and thus incapable of going through all of this meticulously (or really doing anything but skimming it). I see a lot of neat ideas, but I am concerned about complexity. How good a system is can effectively be represented by how cool it is divided by how complicated it is to run. But the complexity in various components tends to multiply together, so that even if you come up with fairly simple ideas, you can still end up with a muddled mess if there's enough of them. It's good game etiquette to keep any new material you invent as simple as you can: simpler than original content if at all possible. It makes it easier for DMs to assess, and prevents it from slowing down your game (and because it's new information to learn and integrate, it's already starting off at a disadvantage in this regard). Don't overdo things. Each new detail you add is cool, but since coolness tends to increase in an almost arithmetical pattern (2 + 2 + 2) and complexity in an almost geometric pattern (2 x 2 x 2), this quickly gets out of hand. I'm not saying toss everything out, but try to go back and trim things down a little. The study / vivisection section, for instance, could be pared down significantly. To demonstrate my point, here is a list of the values and checks used in that section: 24 hours, d4 hours, weeks = 1/2 level, DC 10 + monster level, 24 hours, DC -5, original DC, 2d4 hours, weeks = level, favored enemy bonus, 1 race at a time, creature's HD.
With all of that said, I like your class, at least that which I've been able to discern through my squinted eyes. Now I must sleep. |