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XP-less Advancement & Action Point Variant (3.5)

Posted 13th July 2008 at 04:43 PM by Psion
As I am looking at the possibility of starting a PbP after GenCon, I thought I'd gather together some of my disparate house rules. One of the most telling ones that I have taken a shine too is my XP-free advancement rules. These rules started life as my "no death penalty" and "simplified advancement" rules, but took major cues from PirateCat's XP-less gaming rules. The main goals/implications of these rules are:
  • Simplify advancement (eliminate need to calculate and track XP)
  • Eliminate level spread in the party. The entire party is at the same level and nobody ever gets left behind.
  • Take the sting out of PC death; bringing in a new character just as viable as having the character raised.

The Advancement and Action Point rules are as follows:

Character Advancement and Levels

Players don't track experience in this variant. The DM tracks level by the means of "encounter points" (which include both combat and non-combat challenges). The encounter points are not tracked for each character; there is a single encounter point allotment that applies to the whole group. When enough eps are received to advance, the whole group will level simultaneously.

Any effect that would drain XP or cause permanent level loss is applied to essence points instead (see below). If no essence points are available, the character has a negative level (using all the standard rules for such) that persists until the character pays off the "essence debt".

Note that XP costs can also be paid by the use of power components or "levin". This is the favored method for many NPCs. See Green Ronin's Advanced GMs Guide for details on acquiring and using Levin.

Tracking Encounter Points

The DM sets a "per level" encounter point rate; the standard is assumed to be 25 eps/level. The DM rewards the party 1-4 encounter points per meaningful encounter or goal. 2 points is considered a normal encounter, on the order of facing a creature with CR=party level. 1 point should be allowed for simple encounters or challenges without great risk or effort (but nothing so trivial as a single skill check unless the consequences were severe). 3 points is a difficult encounter (for combat challenges, CR > APL+2), and 4 points for climactic encounters. The 4 point award should be rare.

Keep in mind that EPs can be rewarded with no creature threat involved at all; all sorts of noncombat tasks can be tracked with this system.
Discussion: Advancement with EP's
The standard of 25 eps/level is based on the assumption from the 3.x DMG that it takes about 13 encounters to gain a level. Assuming an average ep award of 2 points, it should take 26 eps to gain a level. The number was altered to 25 so you can have a nice round number.

For the standard 25 ep/level advancement rate, this gives an advancement table like:
Code:
level eps
1.....0
2.....25
3.....50
4.....75
5.....100
6.....125
7.....150
8.....175
9.....200
10....225
(etc.)


Action Points

PCs have action points in 3 categories: Fortune, Essence, and Karma. All types of action points operate as described in Unearthed Arcana (summarized here) except as noted below:
Action Point Categories
Fortune:
  • All PCs start with 5 fortune points.
  • Fortune points are restored to 5 points at each new level. Any fortune points unused from previous levels are lost.
  • Fortune points have the standard action point functions.
Essence:
  • Essence points represent a certain spiritual energy and will in exceptional individuals. All PCs start with Essence points equal to half their character level (round down).
  • Like fortune points, essence point are restored at each level. In the case of essence points, at each new level, the essence point total is set to one half of the new character level.
  • Essence points have the standard action point functions.
  • In addition, essence point may be sacrificed to make an XP pool that may be used to pay for item creation, powerful spells, and XP draining effects. Each essence point sacrificed produces a pool of 1000 xp for this purpose.
  • If the character ever suffers an effect that would cause them to lose a level (including being restored to life), they lose an essence point instead.
  • Losing XP when a character has no XP pool or essence points causes the character to acquire a negative level. This negative level persists until the player gains an essence point to pay off the "debt". A character cannot voluntarily take an "essence debt" in this way.
Karma:
  • Unlike fortune and essence points, PCs do not start with any Karma points and do not gain (or lose) any merely for advancing. Karma points are strictly awarded by the GM.
  • Karma points survive the death of a character. If a character dies and is not restored to life, the karma points are transferred to the player's new character.
  • Karma points can perform all the standard functions of action points.
  • A character may use a karma point in the place of an essence point, but is never required to do so.

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Comments

  1. Old
    We've been advancing without XP for years. It's basically "advancement by consensus", meaning sometimes, a player or the DM says "Do you think we should level up now?", and then we discuss it, then do it or wait some more.

    Works very well in my opinion.
    permalink
    Posted 5th September 2008 at 10:23 AM by Fenes Fenes is offline
 
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