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EisenKreutzer
2015-06-05, 10:54 PM
I've got a question for the homebrewers and developers of the playground:
How do you create an archetype? Like, how do you know whether it is balanced or not at a glance? How do you know what is too much, or too little in terms of mechanical changes and additions?
I'm in the process of writing a campaign setting, and I would very much like to make that world come to life by introducing some new mechanical content. On top of that list is a desire to write up a couple of unique archetypes that showcase the unique feel of the world.
So, does anyone have any hints, tips or guidelines to archetype creation?

Xerlith
2015-06-06, 12:05 PM
Simple answer: We don't know if what we created is balanced. That's why the PEACH tag is so popular and why these forums exist - for peer review as much as for the actual sharing of our creations.

A bit less simple answer: Look at how the abilities being exchanged interact with the game looking at how they affect the RNG and the number of options available to the character. Then proceed to create new abilities that grant - on average - a similar benefit. Mostly it comes down to - more or less - approximating it.

khadgar567
2015-06-06, 01:11 PM
Simple answer: We don't know if what we created is balanced. That's why the PEACH tag is so popular and why these forums exist - for peer review as much as for the actual sharing of our creations.

A bit less simple answer: Look at how the abilities being exchanged interact with the game looking at how they affect the RNG and the number of options available to the character. Then proceed to create new abilities that grant - on average - a similar benefit. Mostly it comes down to - more or less - approximating it.
I agree with Xerlith but at least for me more like a gut feeling where the arch type suits or not suits the class

Sacrieur
2015-06-07, 10:57 PM
There's only so much you can do before testing a class. Archetypes are easier than building a new one, and as long as the base material is solid you're going to be fine.

Ask:

What do I want this archetype to do?

Don't worry about rules, just think about what you want the class to be able to do that it can't do (or do well) already. An archetype is more like a flavor so feel free to be even tighter on specialization than you would with a base class.


Identify the parts of the base class that help, hinder, or are neutral.

You want to get rid of the parts that hinder your new archetype, replacing them with the new class features. Then feel free to replace the neutral aspects. Here's where balance starts to come into play from the beginning. Sometimes you'll have to change core abilities, but try to avoid it if you can.


Design abilities that you really think would be neat for the class to have.

Try to be specific but don't define the rules. Write down things like, "Give fast healing," or "Extra bonus to movement speed." Players typically want to be cool, not boring. Don't be afraid to give an ability before you have to come up with a way to fluff it. And don't worry if it doesn't work out later when you're actually writing the rules because you can always change it then.


Don't reinvent the wheel.

Not if you don't have to. Copy existing abilities and note where they are in terms of power. Try to keep everything scaled the right way. It's generally okay to give a class an ability earlier or slightly later, but sticking to this formula will help plenty. Make sure the class you're taking it from is considered balanced as well. But also don't forget even badly designed classes can have useful content when properly adjusted.

Let the base class do the heavy lifting for you and try to keep the edits as light as possible if you can.


Scaling abilities are the best abilities.

One-off bonuses are a paramount of bad design. They're strong when you get them then become less relevant at later levels. Unless you intentionally want to allow for a level dip, don't design it this way. Scale it with caster level, initiator level, class level, etc. If you're worried about it becoming too strong then add a cap based on an ability bonus. You want class features to be just as relevant at lower levels as they are at higher levels. It also gives the player something extra every level to play with.

You may give strong abilities out first, but they usually have restrictions that eventually come off as you progress through a class. Feel free to add a powerful main class feature at level 3 to prevent level dips.


Follow Established Paradigms.

If something is setup to be a certain way across a wide number of classes, keep it that way. For instance, instead of changing a class's Fort save into something that's not a good/bad progression, use a class ability that adds a bonus to their Fort save. Don't do something like create an initiator class that doesn't count as full initiator levels or a class that maxes out at 5th level spells.

The reason for this is to retain compatability with as many things as you can. Typically things are designed for balance with these paradigms in mind, so as long as you use them you're half-way there.


Always be clear, concise, and simple in your rules.

The best way to avoid abuse and to help you build a balanced class is to write things as simply as you can. Don't be wordy if you can help it. One or two words can change an entire meaning. It's as much for you as it is for the people playing it. Pay attention to what bonuses you're giving out and know precisely what other feats you want to work with it and what ones you don't.