Go Back   EN World D&D / RPG News > D&D 3rd Edition and Older > D&D 3rd Edition House Rules

D&D 3rd Edition House Rules Post your house rules, custom classes, spells, feats and other stuff here. For D&D 3rd Edition and all older editions of D&D.

 
Share LinkBack Thread Tools Display Modes
Old 5th November 2007, 02:10 AM   #1 (permalink)
Power Behind the Throne
 
Psion's Avatar
 
Join Date: Jan 2002
Location: Southern MD
Posts: 17,499
Psion Hobgoblin Soldier (Lvl 3)
Simplified Advancement Rule: encounter points

I've forgone using the XP by CR rules for a long time, but am considering ditching XP entirely (and stealing Pkitty's action point rules to handle item/spell xp costs)

We know that the advancement is based on 13 encounters/level. So why not ditch xp entirely and rate advancement in encounters. This leaves us with dirt simple, linear advancement.

If you want to provide for different difficulty, perhaps tune it to 2 "eps" for an average encounter, 1 for easy, 3 for hard. Then set the advancement to 25 eps/level. This would give you a talble 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.)
You could up or down this number easily, and award for other things (but they'd have to be significant).
__________________
"This game requires no gameboard because the action takes place in your imagination..." - Cover of Dungeons & Dragons Basic Rules Set 1.

Storyteller 92% | Tactician 83% | Butt-Kicker 67% | Power Gamer 67% | Specialist 67% | Method Actor 67% | Casual Gamer 17%

The rules should serve the game, not vice-versa.
Use the rules, but don't let the rules use you!
Psion is offline   Reply With Quote
Old 5th November 2007, 06:27 AM   #2 (permalink)
Registered User
 
airwalkrr's Avatar
 
Join Date: Jun 2003
Posts: 2,867
airwalkrr Hobgoblin Soldier (Lvl 3)
Not a bad idea. I think Erik Mona had a really similar idea in his blog which I rather liked.

The only reason I don't stop using XP is because I like hearing "you earn 150 XPs" at the end of the battle. It just sounds more impressive than hearing "you earn 2 EPs."
__________________
d20 Apocalypse PBP Recruiting (Closed) - OOC - Rogue's Gallery - IC
airwalkrr is offline   Reply With Quote
Old 14th July 2008, 03:27 AM   #3 (permalink)
Registered User
 
Angellis_ater's Avatar
 
Join Date: Oct 2005
Location: Gävle, Sweden
Posts: 449
Angellis_ater Goblin Sharpshooter (Lvl 2)
Send a message via ICQ to Angellis_ater Send a message via MSN to Angellis_ater
I designed a similar system albeit with 13 "fate chips" - every time the group completes a "group goal", or advances the story we are playing, they get one of these fate chips. Whenever a character dies, the group decides whether or not to sacrifice a fate chip to "save" him. But then my games did not include "raise dead" analogues either.

People got "hero chips" for achieving personal goals and could spend those on xp for spells/item creation and/or as normal action points. Seems we think in similar ways.
__________________
Andreas Rönnqvist
Dreamscarred Press
New publishing with a focus on Psionics
Get a FREE download of our Dreamscape release!

Recently released:
For 4E: Phrenic Shards
For 3.5E: Third Dawn Campaign Setting
Angellis_ater is offline   Reply With Quote
Old 3rd September 2008, 01:19 PM   #4 (permalink)
Geek Credit Score: 840
 
Jeff Wilder's Avatar
 
Join Date: Jun 2002
Location: Daly City, California
Posts: 2,602
Jeff Wilder has disabled Experience Points
(Uh ... thanks, Berta!)

Regarding the OP: why bother tracking "EPs"? Why not just roll back 25 as part of the leveling-up process? Then you don't need a chart or anything.

I really like this idea. You should suggest it over at Paizo for Pathfinder. Pathfinder got rid of using XPs as a resource, so it would fit perfectly. Moreover, with Paizo's Fast/Average/Slow progression, you'd just use a different "rollback number" for EPs.

(If you don't suggest it, I will, but of course I'll give you credit.)
__________________
Jeff Wilder, San Francisco Bay Area
If your sig is longer than your posts, your sig is too
long
. Nobody reads it, they just get annoyed by it.

And if you bore me, you lose your soul to me. - Belly
Jeff Wilder is offline   Reply With Quote
Old 9th September 2008, 11:02 AM   #5 (permalink)
Registered User
 
Derro's Avatar
 
Join Date: Mar 2007
Location: East Vanada
Posts: 348
Derro Goblin Sharpshooter (Lvl 2)
My method for awarding XP isn't too far removed from the usual scale but my advancement rules are a bit different. I ripped of an optional rule from Monte Cook's World of Darkness.

The basic formula for awarding experience is 100 xp times the total party level per encounter. An encounter is rated as Trivial, Average, or Difficult based on both the stats of the enemies or stakes of the conflict as well as how the party did against it. Trivial encounters are 1/2 value XP, Average x1 value and Difficult x2 value. There is also a Finale encounter which usually gives a x2-3 multiplier depending on how many objectives are involved in the scenario.

I also have a Role-playing XP pool that is equal to 150 xp times total party level. The players receive a portion of this based on their involvement in the game represented by tokens that I hand out throughout the session.

I use a slightly higher XP scale for advancement. However the characters can pick up the benefits of experience faster because I use staged leveling. Basically every time they gain 1/4 of the experience they need for the next level they can choose to advance one of the following.

Base Attack and Hit Dice
Defense Bonus and Saving Throws
Skill points and character level feat gain
Special abilities and character level ability score gain

Caster level and spell slot increases count as a special ability. Character level does not increase until the character has received all four raises. There's a few hiccups regarding feat prerequisites and skill rank limits but nothing that breaks the system. I just make sure and keep an eye on what goes where. Multi-classing has never been an issue since I insist the player announce the intention to multi-class a level before he actually does it so that some manner of training or world view alteration can be role-played over the course of the level.

I rarely charge XP for magic items. Mostly it is just potions and scrolls being made and they have a significant enough gold cost to stop unbalancing mass production. Anytime something more permanent is being made the character tends to go through a lot more rigamarole in game gathering material and performing the crafting both of which can require extensive skill checks.

Spells that cost XP either do ability damage, inflict a temporary condition, or rarely, do ability drain. Our games don't get too high level so none of the truly mighty XP costs ever come into play.
__________________
After the battle is over
And the sands drunken the blood
All what there remains
Is the bitterness of delusion

The immortality of the gods
Sits at their side
As they leave the walls behind
To reach the jewels gleam

Circle of the Tyrants, Celtic Frost (1985)
Derro is offline   Reply With Quote


Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


And yet another word from our sponsors
Visit Our Sponsors
Visit Our Sponsors... Again
Powered by vBadvanced CMPS v3.0.1

All times are GMT +1. The time now is 06:23 AM.


Site Contents © 2008 ENWorld
PHP Ajax Multimedia Web Framework © 2008 Digital Media Graphix
Powered by vBulletin® Version 3.8.0 Beta 1
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0

"Vault Data" powered by VaultWiki v2.5.1.
Copyright © 2008 - 2009, Cracked Egg Studios.