Buy the Numbers is a book about character creation from S. T. Cooley Publishing. The zipped file is 14.26 megabytes inside, containing two PDFs and two PNG images. The two images are full-color pictures of the front and back covers, with the former being just over 5.5 megabytes, and the latter being a little under 2.5. The two PDFs consist of the book itself, and a printer-friendly version thereof, and are respectively a little less than 7 meg, and just under one-half meg. Both PDFs have a table of contents, but only the main file has its table of contents with hyperlinks; it?s also the only one with bookmarks.
The main file is 64 pages long (the printer-friendly version is only 61). The table of contents and credits together are two pages, along with a one-page introduction, two pages for the OGL, a one-page afterword, and a page of ads. It has colored borders along the alternating sides of each page. A number of black-and-white pieces fill the book, supplementing the beautiful cover art (which, as noted, is a separate file).
Buy the Numbers is a book that gives an alternate method of character creation and advancement for d20 Fantasy characters. It does away with the concept of ?classes? and ?levels.? Instead, it assigns a cost to all aspects of a character ? feats, skill points, base attack bonus, etc. ? and these are bought by spending experience points on them. These purchases an be made at anytime, allowing characters to advance as they want, when they want.
The key here is that the cost of everything is calculated on a sliding scale. The first hit die you purchase will have a fixed cost, but the second one will be slightly more expensive than the first, and the third one will be more expensive still. By making sure that something becomes more expensive the more often you purchase it, game balance is maintained, as characters receive greater experience points later in the campaign.
Chapter one goes over these methods of character creation. It also covers several questions that arise from this system, such as how character level (e.g. for spell effects) is calculated, or how to buy attributes for first-level characters, who have no experience. It then lists the costs for statistics that every character has: hit dice, BAB, saves, feats, skills, attributes, and equipment proficiencies.
Chapter two covers the simple special abilities. These are class features that are always active, not having a ?per day? limit, or other mechanics tied to levels. As with everything else in the book, these are open to any character that can spend the requisite XP on them (though a few have prerequisite abilities that must be met also). The chapter also covers converting abilities from new classes in other products.
Chapter three is similar to chapter two, but covers the complex special abilities, which all have level-based effects and/or limits on their use. As in the previous chapter, there?s a section on converting class abilities from other products to this system.
Chapter four is devoted to spellcasting. Like other abilities, spellcasting is broken down into components and purchased separately; spells known, spells per day, etc. However, these are a little more tightly integrated. For example, access to a higher spell level necessitates having so many spells of the preceding spell level.
Appendix A covers other ways these rules can be used in your game. One such method is to make a character as normal, and then cherry-pick a few extra abilities by spending any leftover XP you might have. Other ways are to start with the character concept you want first, and then purchase the necessary abilities, and see how much it costs. You can even use the rules here to try and create prestige classes, putting certain abilities together and calculating the cost, then reverse-engineering them to levels.
Appendix B offers a breakdown of the eleven PHB classes using this system. Each is listed at every level, from one to twenty, with a listing of both the XP spent at that level, and in total, to purchase the class abilities at any given level.
Buy the Numbers is unquestionably a groundbreaking book. It effortlessly breaks the d20 system free from the shackles of classes and levels, allowing for near-total freedom in how characters advance. The brilliantly-done sliding scale for purchasing stats makes it so that characters never get out of hand, making this product as balanced as it is useful.
If the book has a flaw, it is in the reading. When the author of the book refers to his own work as ?dry? three times in the first paragraph, you know he?s probably not kidding. As this book relies quite heavily on number-crunching, it?s inevitable that it becomes slightly dull to read, despite attempts to alleviate this with examples. However, this is altogether a minor flaw ? while the book won?t ever be a supplement that?ll be read for pleasure, it still accomplishes what it set out to do ? make a class-less and level-less d20 ? perfectly. Players and GMs looking to make characters their own way would be well-served to Buy the Numbers.
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<b>LIKED</b>: This product artfully broke the d20 system down, making a sliding point-buy system for all mechanics. The elegance of this system can't be overstated.<br><br><b>DISLIKED</b>: The book is a fairly dry read, and requires a bit more math use than most products of a similar type.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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