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<blockquote data-quote="ren1999" data-source="post: 6027902" data-attributes="member: 85179"><p>Here is one place I differ with the direction that the designers are going in play test 2. Play testers were not excited at all when advancing levels and this can change by being more generous. These are my ideas. What do you think? I got a lot of negative feedback on the Action Economy several months ago here but it play tests really well and adds excitement and a new level to the game. Also, ignore Paul's XP Optional Rules -- I know you don't like them.</p><p></p><p><strong>Level, Score and Bonus Limits</strong></p><p></p><p> Adventurer Campaigning at 1st to 20th level.</p><p>Champion Campaigning at 20th to 25th level.</p><p> (Empire building and war gaming optional rules?)</p><p> Immortal Campaigning at 26th to 30th level.</p><p></p><p> Situation combat modifiers stack to a maximum of -10 or +10</p><p> </p><p>Natural ability scores for humanoids stack to a maximum of 20.</p><p>For example, Strength 20(+5)</p><p>Magical ability scores for humanoids stack to a maximum of 30.</p><p>For example, magic items such as a GirdleOfStrength could stack to Strength 30(+10)</p><p></p><p>Natural Armor Class stacks to a maximum of 20.</p><p>Magically enhanced Armor Class stacks to a maximum of 25.</p><p> </p><p> <strong>The Action Economy</strong></p><p></p><p> A player may take only 1 reaction out of turn.</p><p>A player must trade 1 action in turn for that 1 reaction out of turn.</p><p>A player may take a maximum of 5 actions at 20th level.</p><p>For example, 2 main weapon attacks and 3 off-hand weapon attacks.</p><p>If the player does not know immediately what reaction or multiple actions he or she will take, the Dungeon Master may rule those additional actions are lost for the turn in order to keep the game lively. </p><p></p><p> <strong>Leveling-Up</strong></p><p></p><p><strong>Experience Point Optional Rules</strong></p><p></p><p> Paul's XP Method:</p><p>Each encounter or separate skill challenge is worth 1 experience point.</p><p>Each boss encounter is worth 2 experience points.</p><p>Characters level-up 1 level after 30 experience points. </p><p><strong> </strong></p><p><strong>Awards Every Level</strong></p><p></p><p> + static hit points</p><p>+1 to a chosen ability</p><p>an additional power(feat/skill/prayer/spell) </p><p><strong></strong></p><p><strong>Awards Every 5 Levels</strong></p><p></p><p> +1 standard action per turn</p><p>+1 burst radius</p><p>+1 bonus to all feats and skills</p></blockquote><p></p>
[QUOTE="ren1999, post: 6027902, member: 85179"] Here is one place I differ with the direction that the designers are going in play test 2. Play testers were not excited at all when advancing levels and this can change by being more generous. These are my ideas. What do you think? I got a lot of negative feedback on the Action Economy several months ago here but it play tests really well and adds excitement and a new level to the game. Also, ignore Paul's XP Optional Rules -- I know you don't like them. [B]Level, Score and Bonus Limits[/B] Adventurer Campaigning at 1st to 20th level. Champion Campaigning at 20th to 25th level. (Empire building and war gaming optional rules?) Immortal Campaigning at 26th to 30th level. Situation combat modifiers stack to a maximum of -10 or +10 Natural ability scores for humanoids stack to a maximum of 20. For example, Strength 20(+5) Magical ability scores for humanoids stack to a maximum of 30. For example, magic items such as a GirdleOfStrength could stack to Strength 30(+10) Natural Armor Class stacks to a maximum of 20. Magically enhanced Armor Class stacks to a maximum of 25. [B]The Action Economy[/B] A player may take only 1 reaction out of turn. A player must trade 1 action in turn for that 1 reaction out of turn. A player may take a maximum of 5 actions at 20th level. For example, 2 main weapon attacks and 3 off-hand weapon attacks. If the player does not know immediately what reaction or multiple actions he or she will take, the Dungeon Master may rule those additional actions are lost for the turn in order to keep the game lively. [B]Leveling-Up[/B] [B]Experience Point Optional Rules[/B] Paul's XP Method: Each encounter or separate skill challenge is worth 1 experience point. Each boss encounter is worth 2 experience points. Characters level-up 1 level after 30 experience points. [B] Awards Every Level[/B] + static hit points +1 to a chosen ability an additional power(feat/skill/prayer/spell) [B] Awards Every 5 Levels[/B] +1 standard action per turn +1 burst radius +1 bonus to all feats and skills [/QUOTE]
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