A thought just occurred to me: there are a few things in D&D you can "buy" with XP to improve your PC or gain a temporary advantage:
1) A new level. This is the primary function.
2) An unusually large gap (greater than 2 levels) between classes when multiclassing outside of favored classes. This is the secondary function.
3) A magic item you construct. This is the tertiary function.
4) The effect of a spell, power or other ability that has an XP cost. This is the quarternary function.
I was wondering if there would be any real problem with adding another item to that list- additional Feats- in the interest of promoting character design creativity. Yes- this does boost the power curve of the game a bit, but the more you spend on buying feats, the slower you progress...
I haven't done the math, but I can see a few ways of doing it. Note: all % listed below are chosen arbitrarily to make the math easy- I'm sure they're too low, and figuring out what the actual costs should be is open to discussion:
1) Give each feat an XP cost. This means that it will be hard to buy them at low levels, but easy to buy at high levels.
2) Assign each feat a cost of a % of the XP cost to gain the next level. You can only take up to 20% of your XP at any given level that way. All prereqs must be met.
Example: Feat X costs 5%, Feat Y costs 10%, and Feat Z costs 15% based on their power and utility. A PC who wants to take Feat Y before he makes 2nd level must pay 100 XP to take that feat (5% of 1000XP). He can spend no more than 200XP to buy feats this way.
PC #2 wants to take Feat X and Feat Z between 3rd and 4th level- he must pay 1200XP to do so.
3) Any PC can take any feat for which he meets the prereqs for 20%, +5% per additional feat.
4) Any PC can take any feat for which he meets the prereqs for 5%, an additonal one for 10%, the next for 20%, the next for 40%.
5) Any PC can buy an additional feat for which he meets the prereqs for 5%. At his next level, he can purchase an additional feat for 10%. At the next level, he can purchase an additional feat for 20%, etc., with no upper limit.
6) Give each feat an XP cost + 10%- it wlll be harder to buy feats early on, but easier at higher levels. However, the cost will scale up somewhat.
7...N) some other way.
Thoughts?
1) A new level. This is the primary function.
2) An unusually large gap (greater than 2 levels) between classes when multiclassing outside of favored classes. This is the secondary function.
3) A magic item you construct. This is the tertiary function.
4) The effect of a spell, power or other ability that has an XP cost. This is the quarternary function.
I was wondering if there would be any real problem with adding another item to that list- additional Feats- in the interest of promoting character design creativity. Yes- this does boost the power curve of the game a bit, but the more you spend on buying feats, the slower you progress...
I haven't done the math, but I can see a few ways of doing it. Note: all % listed below are chosen arbitrarily to make the math easy- I'm sure they're too low, and figuring out what the actual costs should be is open to discussion:
1) Give each feat an XP cost. This means that it will be hard to buy them at low levels, but easy to buy at high levels.
2) Assign each feat a cost of a % of the XP cost to gain the next level. You can only take up to 20% of your XP at any given level that way. All prereqs must be met.
Example: Feat X costs 5%, Feat Y costs 10%, and Feat Z costs 15% based on their power and utility. A PC who wants to take Feat Y before he makes 2nd level must pay 100 XP to take that feat (5% of 1000XP). He can spend no more than 200XP to buy feats this way.
PC #2 wants to take Feat X and Feat Z between 3rd and 4th level- he must pay 1200XP to do so.
3) Any PC can take any feat for which he meets the prereqs for 20%, +5% per additional feat.
4) Any PC can take any feat for which he meets the prereqs for 5%, an additonal one for 10%, the next for 20%, the next for 40%.
5) Any PC can buy an additional feat for which he meets the prereqs for 5%. At his next level, he can purchase an additional feat for 10%. At the next level, he can purchase an additional feat for 20%, etc., with no upper limit.
6) Give each feat an XP cost + 10%- it wlll be harder to buy feats early on, but easier at higher levels. However, the cost will scale up somewhat.
7...N) some other way.
Thoughts?