Point-buy worksheet I, Fighter vs. Sorcerer
Just to find a starting point and give myself something to work with, I did my best to divide the fighter and sorcerer down to their base components to try to find a way to cost their abilities. I picked the fighter as the most basic combat class with the least amount of odd abilities and the sorcerer as the same from the magic side. I actually never realized that sorcerers get their 2nd level spells a level later than Wizards (4th instead of 3rd).
So for the fighter's base abilities I came up with:
BAB +1
Fortitude Save +2
1 base feat
1 bonus feat
8 base skill points
All armour
All simple weapons
All martial weapons
d10 hd (I plugged this into the formula at 5.5 average hp's)
For the sorcerer I came up with:
BAB +.5 (I know this isn't technically accurate as .5 BAB does no one any good, but this is more of a placeholder for the Sorc's BAB overall, which has a .5 progression)
Will Save +2
1 base feat
8 base skill points
All simple weapons
1 spell level (again, I took the liberty of not counting 0-level spells as a spell level, but I did count their spells toward the sorcerer's spell point total)
4 base spell points
A familiar
d4 hd (2.5 average hp's)
Now, there is a way to get a base estimate of the 'value' of some components of a character. For example, because there are feats that give a +2 saving throw, I estimate the value of a feat as twice as much as 1 point of a saving throw. Additionally, there are feats that provide an average of 3-4 skill points, and 3 hit points. All of these allow a base conversion value for feats and a number of other character components.
Next, I took the smallest component I could find, both skill points and hit points, and arbitrarily assigned them a value of 1. From there I assigned the value of a feat as 4 (although a case can be made for it being more or less than this; this is just an early exercise). A point of BAB is 10, as it is valuable not only in and of itself, but because it is the route to multiple attacks. A save point is worth 1.5 (based on the feat value this could easily be 2, but because every class ends up with the same total save points, I'm not too worried about this stat right now). A familiar is 10, light armour use is 5, heavy is an additional 5 (I'm not sure how much value medium armors really provide, so I'll stick with 2 levels of armor for now), and each weapon category is 5. A spell level is 10 and a spell point is 1. (I'm not sure how to get spell selection in here yet, one reason I used the sorcerer as they don't have near so many choices as a wizard or cleric)
Again, most of these are arbitrary but weighted where I could on equivalencies between the various early benefits feats can provide.
I'm surprised the scores for both a 1st level fighter vs. a 1st level sorcerer and a 20th level fighter vs. a 20th level sorcerer are as close as they are, even with just the first version of this system. For example, a 1st level fighter ends up (without taking any ability scores into account) at 54.5 points, while a 1st level sorcerer ends up slightly lower at 51.5 points. I think this mirrors a fighter's overall usefulness at 1st level, if not understating it a little. At 20th level, where your average sorcerer would probably win a 1-on-1, the sorcerer's total points are 522.5 and the fighter's are 484.
Close yet, but those ending scores also point to a potential problem. A 20th level sorcerer is easily more than 20 times as powerful as a 1st level, so I would have guessed they should end up with more than 1000 points. At least one thing to take into account is that spells ramp in power to where 9th level spells are much more than 9 times as effective as a 1st level spell. Thus, I should probably weight each spell level more than the one before it (10 for 1st level spells, 20 for 2nd, 30 for 3rd, etc). Doing this yields 882 points for our 20th level sorcerer. On the fighter's side, we probably need to take into account the benefits of moving from BAB+5 to BAB+6, because it doubles the number of attacks I can make. For this, let's try 10 points per total BAB (thus, at 7th level, it would cost 90 character points because a fighter's attacks are +7/+2). Doing this bumps the fighter to 782 points and the sorcerer to 932 points.
Yes, that's a much bigger difference than I started with, but I think the sorcerer is getting close to the number of char points he should have at 20th level and still is only around 20% different than the fighter, indicating I am the right path (I hope). Simply changing the weight of BAB to 15 points instead of 10 puts our fighter at 1034 points and the sorcerer at 1007.5. I'm not saying that is 'more correct', but it shows the kind of tweaking that will be required to truly make a workable system.
I also think that it can easily be seen that some feats or far more valuable than others. Just a guess, but I would say 'Two-Weapon Fighting' is probably more valuable than 'Additional Turning'. This system will allow an adjustment so that one could take 3 or 4 of the weaker feats in place of 1 more powerful one, potentially allowing some truly 'jack-of-all-trade' characters.
Next post (probably tomorrow) I will work on converting attributes to point values and see how equivalent they are, as now I have some tools to do so. For example, if a BAB is worth 10, we know that 2 points of strength is worth more than that, because it provides +1 to hit as well as damage, among other benefits.
Pondering this some today, I thought it might be interesting because a player could truly make a monster of a character attribute-wise, but they'd have few skills or feats to use them with.
Anyhoo, hope I didn't bore everyone!