I have been trying to wrap my head around the Custom Powers Trade-Offs table. The line "The Judge may devise other options along these lines as desired" implied to me that there was a mathematical or logical relationship involved, but I haven't been able to completely suss it out.
Here's what I have sussed. I would love comments, corrections, or alternatives with a smoother progression.

**Basic Swap**Swap one power for two powers at a much later level. The later level is as shown below.level 1 -> 7 level 7 -> 11 level 8 -> 11.5 level 9 -> 12 level 10 -> 12.5 level 11 -> 13 level 12 -> 13.5The closest approximation I could manage is: (13-level)x0.5 + level + (levelx0.1, rounded). Of course, there's no way to no if that equation isactuallycorrect, but it gives these numbers:level 1 -> 7 level 2 -> 7.5 level 3 -> 8 level 4 -> 8.5 level 5 -> 10 level 6 -> 10.5 level 7 -> 11 level 8 -> 11.5 level 9 -> 12 level 10 -> 12.5 level 11 -> 13 level 12 -> 13.5 level 13 -> 14

**Complex Swap**Swap two powers for three powers at a later level, as shown below:level 1 -> 5With only one data point, I could map any equation to it I wanted. But it seems reasonable to build off the previous equation and use: (13-level)x0.35 + level + (levelx0.1, rounded to the nearesthalf) That gives these numbers:level 1 -> 5 level 2 -> 6 level 3 -> 7 level 4 -> 7.5 level 5 -> 8.5 level 6 -> 9 level 7 -> 9.5 level 8 -> 11 level 9 -> 11.5 level 10 -> 12 level 11 -> 12.5 level 12 -> 13.5 level 13 -> 14.5

**Lump for Lump**Shift one power up a level and another power down a level, or up and down half a level for the fractional starting points. The power being bumpedAIR JORDANdowna level must be at least one levelhigherthan the original power that was swapped out to get it.

In order to reverse-engineer the system, you need to make a spreadsheet that assigns a value to class powers based on what level they unlock.

1. Start with the assumption that a character spends 1/14th of his adventuring career at each of 14 levels.

2. Set the value of a power available at level 1 as 1 point.

3. Calculate the relative value of any power as equal to the value of a power at level 1 x the amount of time the power is available to the character over the course of his career.

EXAMPLE: A power avalailable at level 8 is worth (14-7/14) x 1 = 0.5, because it's available for half the character's adventuring career.

EXAMPLE: A power available at level 14 is worth (14-13/14) x1 = 0.071, because it's available for 1/4th the character's adventuring career.

At this point you'll be close to the answer, but not quite. In practice, a character doesn't *actually* spend 1/14th of his career at every level; because of fatalities, retirement, and the nature of campaigns, the actual value of powers needs to be reduced after level 1.

Therefore, assume that you can trade off 1 point of value at level 1 for 1.142 points of powers at later levels.

This will let you calculate the value of the various trade offs. to within 0.1.

EXAMPLE: The value of a power at level 4 is (11/14) 0.785. The value of a power at level 10 is (5/14) 0.357. The sum is 1.142. Therefore, a trade-off of 1 power at level 1 for powers at level 4 and 10 costs 1 power.

EXAMPLE: The value of a power at level 7 is (8/14) 0.571. Two powers at level 7 are worth (0.571+0.571) 1.142. Therefore, a trade-off of 1 power at level 1 for 2 powers at level 7 costs 1 power.

Etc.

Thank you. That entirely eliminates the ugly hack of (levelx0.1, rounded), which is much appreciated.

I suspect I will house rule this for 14th level (since there is no level afterward, it is possible to run a character's twilight years for some extra period of time), but even assuming that, it is quite sensible.

No problem. It's always fun to reveal the method behind the madness.