masshysteria
Explorer
I've been toying with the idea of an alternate XP system. The one in place isn't bad, but I'd just like something that is easier to use, but still fits into the existing system. Here's what I've come up with so far:
D&D is based off 13 encounters per level. So, I've extrapolated that to 26 points. After gaining 26 points, you increase in level.
Points are given as follows:
1 - Easy/low-risk/below-CR fight.
2 - Medium/average/at-CR fight.
3 - Difficult/extraordinary/above-CR fight.
1 - Excellent role playing.
2 - Plot advancement/side quest completion.
3 - Story arc or major quest completion.
Points are removed as follows:
-1 - Craft minor item comparative to current level
-2 - Craft average item comparative to current level
-3 - Craft major item comparative to current level
-1 - Cast minor spell comparative to current level
-2 - Cast average spell comparative to current level
-3 - Cast major spell comparative to current level
-26 - Death (Result of Raise Dead/Resurrection magic)
As the current system stands, players who are a lower level, level faster than a higher level character when they both complete the same challenge. To account for this, I would suggest comparing the player's level to the encounter CR and awarding points as outlined above. If someone falls behind a level, they catch up quicker as they will gain more points when using 1 or 2 point encounters.
I'm also in favor or creating point debt. This way a character can craft or cast spells without worrying about losing a level. Each time a point is subtracted, increase the point debt, allowing negative points. Effectively this increase the number of points necessary to level.
So, if Bob the Dwarf has 1 point and wants to craft a major item, he simply subtracts 3. He now has -2 points. He effectively needs 28 points to level.
The same thing could be done with death. No more lost levels and figuring out all new BAB, spells, saves, etc., just a big debt to overcome.
I haven't tested it yet, but I like this because it is easy to keep track of and isn't as arbitrary as just saying, "Okay, looks like you've done enough. Go up a level." Of course the crafting and spell subtractions are a little arbitrary and it would be nice to figure out something a bit more concrete.
Comments? Suggestions?
Do you like it? Or am I off my rocker?
[Edit for grammar.]
D&D is based off 13 encounters per level. So, I've extrapolated that to 26 points. After gaining 26 points, you increase in level.
Points are given as follows:
1 - Easy/low-risk/below-CR fight.
2 - Medium/average/at-CR fight.
3 - Difficult/extraordinary/above-CR fight.
1 - Excellent role playing.
2 - Plot advancement/side quest completion.
3 - Story arc or major quest completion.
Points are removed as follows:
-1 - Craft minor item comparative to current level
-2 - Craft average item comparative to current level
-3 - Craft major item comparative to current level
-1 - Cast minor spell comparative to current level
-2 - Cast average spell comparative to current level
-3 - Cast major spell comparative to current level
-26 - Death (Result of Raise Dead/Resurrection magic)
As the current system stands, players who are a lower level, level faster than a higher level character when they both complete the same challenge. To account for this, I would suggest comparing the player's level to the encounter CR and awarding points as outlined above. If someone falls behind a level, they catch up quicker as they will gain more points when using 1 or 2 point encounters.
I'm also in favor or creating point debt. This way a character can craft or cast spells without worrying about losing a level. Each time a point is subtracted, increase the point debt, allowing negative points. Effectively this increase the number of points necessary to level.
So, if Bob the Dwarf has 1 point and wants to craft a major item, he simply subtracts 3. He now has -2 points. He effectively needs 28 points to level.
The same thing could be done with death. No more lost levels and figuring out all new BAB, spells, saves, etc., just a big debt to overcome.
I haven't tested it yet, but I like this because it is easy to keep track of and isn't as arbitrary as just saying, "Okay, looks like you've done enough. Go up a level." Of course the crafting and spell subtractions are a little arbitrary and it would be nice to figure out something a bit more concrete.
Comments? Suggestions?
Do you like it? Or am I off my rocker?
[Edit for grammar.]
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