Kisanji Arael
First Post
Okay guys, background first. I'm pretty much redoing everything (though not, necessarily, in ways that are entirely new) to create a system that suits my needs; I suppose that I've just had it with every system I've played in. But each of these systems has, fundamentally, added things to what I feel is good for an RPG. For reference, I started on D20 (D&D and Spycraft) (though I had read 2nd edition books before that); I have since played WoD (mortal, mage, scion), Serenity, In Nomine, AFMBE and Deadlands.
So, this is my attempt at an experience system; note that this is very raw and fresh in my head, so it isn't perfect yet. I want to know what's wrong with it and what I need to watch out for with such a vague system; but I want to hash out the details before I start remaking all the classes from scratch; that's why you're here.
Characters' levels follow a standard 20 level progression. Experience progression however, follows a simpler trend; it takes a set amount of experience for a character to level every time. The standard number for this is 1000 for a single-class character. Adding another class at a later point adds 500 and adding a prestige class adds 300. I have basically abandoned the “ding” system; I'm making my characters purchase all of their abilities, hit points, skill points separately; level only determines which abilities are available to members of any given class at any point in their career. So the option to purchase abilities from two or more classes assumes, to a certain point, that one will actually purchase abilities from those classes. Those who twink with multi-classing will suffer for it; those who dual-class will have the best low and mid-level abilities from both without suffering too tremendously; as opposed to before, where they would fall behind in terms of class level but not character level, here they are simply members of two classes and, because they are trying to master multiple skill-sets, they advance more slowly in terms of character level, which makes them susceptible to what they get.
Another option is dabbling. Dabbling costs a flat one time fee of 700. Dabbling is sort of like a hobby or, in more familiar terms, a one level dip. This 700 experience is spent immediately to purchase a set number of abilities from the class chosen. In addition, the character can spend skill points to increase certain other abilities associated with that class. For instance, one dabbling in sorcerer might receive two first level spells and three cantrips, and for every five skill points spent, he or she might receive an additional first level spell per day. This instant aptitude represents the fact hat a wizard who has been fighting monsters, albeit untrained, will pick up the fine art of “stabbing till it stops bleeding” far better if he is 15th level than at 1st, if simply because he's had more time to hit things by that point; similarly, fighters who dabble in sorcerer later in their career will be more familiar with the somatic components of sleep simply because they've had it cast on them enough times.
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“Oh man,” you must be saying, “given how much exp monsters give at high levels, your players will hit twenty really fast.” But I was tricky and thought of that: what I want to do is create a system where the experience gained is based on the challenge presented. At the end of the day, I feel that a truly life-threating situation is as conducive to how much one learns at any level; the difference is that at higher levels it takes more to be put in such a situation. Similarly, a monster which should be difficult based on its challenge rating, but ends up being easy because of dice rolls, will teach the characters less than it might otherwise have. A storyteller, then, should set up challenges based somewhat on the standard challenge rating but award experience based on what happened. So this is my basic chart of how much experience is gained by various situations; so far, I've only finished combat, since its the most group oriented. Experience gained for exceptional role-playing I'll deal with later.
Oh, and a side-note: I haven't even worked out how item creation is going to work yet, so while sage words are appreciated, I won't be able to do much with them for now.
So, this is my attempt at an experience system; note that this is very raw and fresh in my head, so it isn't perfect yet. I want to know what's wrong with it and what I need to watch out for with such a vague system; but I want to hash out the details before I start remaking all the classes from scratch; that's why you're here.
Characters' levels follow a standard 20 level progression. Experience progression however, follows a simpler trend; it takes a set amount of experience for a character to level every time. The standard number for this is 1000 for a single-class character. Adding another class at a later point adds 500 and adding a prestige class adds 300. I have basically abandoned the “ding” system; I'm making my characters purchase all of their abilities, hit points, skill points separately; level only determines which abilities are available to members of any given class at any point in their career. So the option to purchase abilities from two or more classes assumes, to a certain point, that one will actually purchase abilities from those classes. Those who twink with multi-classing will suffer for it; those who dual-class will have the best low and mid-level abilities from both without suffering too tremendously; as opposed to before, where they would fall behind in terms of class level but not character level, here they are simply members of two classes and, because they are trying to master multiple skill-sets, they advance more slowly in terms of character level, which makes them susceptible to what they get.
Another option is dabbling. Dabbling costs a flat one time fee of 700. Dabbling is sort of like a hobby or, in more familiar terms, a one level dip. This 700 experience is spent immediately to purchase a set number of abilities from the class chosen. In addition, the character can spend skill points to increase certain other abilities associated with that class. For instance, one dabbling in sorcerer might receive two first level spells and three cantrips, and for every five skill points spent, he or she might receive an additional first level spell per day. This instant aptitude represents the fact hat a wizard who has been fighting monsters, albeit untrained, will pick up the fine art of “stabbing till it stops bleeding” far better if he is 15th level than at 1st, if simply because he's had more time to hit things by that point; similarly, fighters who dabble in sorcerer later in their career will be more familiar with the somatic components of sleep simply because they've had it cast on them enough times.
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“Oh man,” you must be saying, “given how much exp monsters give at high levels, your players will hit twenty really fast.” But I was tricky and thought of that: what I want to do is create a system where the experience gained is based on the challenge presented. At the end of the day, I feel that a truly life-threating situation is as conducive to how much one learns at any level; the difference is that at higher levels it takes more to be put in such a situation. Similarly, a monster which should be difficult based on its challenge rating, but ends up being easy because of dice rolls, will teach the characters less than it might otherwise have. A storyteller, then, should set up challenges based somewhat on the standard challenge rating but award experience based on what happened. So this is my basic chart of how much experience is gained by various situations; so far, I've only finished combat, since its the most group oriented. Experience gained for exceptional role-playing I'll deal with later.
Code:
Combat
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Combat Difficulty
Civilian slaughter: 0
No challenge: 5-10
Minor Workout: 25
Good fight: 65
Strenuous: 90
Disaster avoided: 125
Life-threatening:* 250
* generally reserved for epic moments in story
Combat Events
Opponents escape: -20% total
Last man standing: 50
* party bonus, personal bonus below
Powerful magic*: 20
* implies magic 3 spell levels above the highest level used by the party
Exceptional teamwork: 25
Destroy recurring plot villain: 15 x HD
Individual Combat Bonuses
Never missed: 10 / difficulty level over no challenge
Was basically useless: -25%
Last man standing: 75
Oh, and a side-note: I haven't even worked out how item creation is going to work yet, so while sage words are appreciated, I won't be able to do much with them for now.