This thread is quite a good resource, though I have a few questions about how this information can be used, specifically in terms of balancing character with this information. Now, I completely understand there is no universal fix for the low tier classes, but to save the complexity of reworking every class, I like the idea of a general house rule that gives benefits based on tier.
Yes, JaronK listed some reasonable options, though options three feels too restrictive and option 4 seems like it'd get a little complex, even if those two are likely the two easiest ways to achieve perfect balance. Leaving options 1 and 2 he suggested:
1: Varying point buy seems reasonable, but making low tier classes powerful early on and still weak later on doesn't really address the problem. Would it work to give about the same point buy, and balance it by low tier classes gaining level up attribute points more often? If so, how often for each teir to have them balanced?
2: The partial gestalt idea actually seems like a fun and simple method... till one actually looks at the result you'd get. If one gestalts two tier 5 classes, does one really get a result that can be above tier 4 in power? Does it even result in a tier 4 all the time? How is that making something like a fighter class playable in a game with tier 1 characters? Big question is: How can the partial gestalt for balancing be salvaged?
>My best guess at how to salvage this house rule would be to have no tier 1 classes, tier 2s as normal, tier 3 gestalts with NPC, and tier 4 gestalts with tier 5. Pity aobut losing tier 1 classes, and not even sure this will produce a semblance of balance.
Perhaps a combination of some form of partial gestalt and attribute growth modification would work best?