Well, the main thing about it is that I want the players to reward the other players, as opposed to me as GM rewarding them. That way, its coming from a "peer" in the game instead of the gm. Hopefully, this is way of saying, "You entertained me and I wanted to show my appreiciation" Not sure...
My next campaign will be based on this. I found a program that mimics the old style hex maps and I'm just going to fill in the hexes as the game progresses. Can't wait to try it out.
Well, I didn't toss out leveling, I just tossed out a numerical system to getting there. We encourage the play that we want by discussion, between games. The players tell me what they want to see in the game, and I try to provide it.
I am working on a reward mechanic, because everyone likes...
I DM, and desperately want to play :)
Buying habits: Mainly pdfs unless its something I will use heavily at the table. Most recent purchases: Magic Item Compendium, Hordes of the Abyss, and Tyrants of the Hells.
Totally agree. My post should have said "Game appropriate periods". I don't like the "Ding" effect of hitting an arbitrary number. I would prefer the leveling happen while in downtime or at least between sessions.
Fair enough. You were elicting opinions, so I posted mine.
Personally, I think tracking xp as a mathematical formula is a total waste of effort. Instead of complicating it with further divisions, why not simply decide the pace that you actually want and go with it? (Hmm...I like for 1st...
Faking injuries? One of my players managed to shoot himself in the thigh during a civilwar reenactment, embedding the wadding material under his skin.
Running around with loaded blackpowder guns while drinking the local moonshine is dangerous work!
:)
Even better, fill that crispy coating with some kind of oozy nougat. Like green slime, black pudding, grey ooze, or mold.
Nothing like smashing it open and having your weapon melt to goo from its squishy center.
Dump xp altogether, since it leads to a killacon attitude (kill kill kill for levels). Level the PCs at story appropriate times or due to party consensus (I do this)
Found these threads to be useful for my own game. (Excuse the references to Eberron areas, thats where my game is set)
1) The lava pits below Sharn. Much like Revenge of the Sith, the players must manuever on low flying harvesters over the lava.
2) An airship flying near the Floating Towers...
Sounds like that stuff is boring to the player. (I know from my own perspective, its tedious on both sides of the screen)
Unless it matters, I just handwave it...then there's no work on either side.
Interactive traps I generally notify the player. "Something seems odd about this door" then...
I looked for the thread, but I'm not a paying member so I don't have the search function.
Its a combination of APs (from Eberron) and Hero Points from M&M. He also detailed turning in APs for crafting xp.
Hopefully he will poke his head in here. If you do have the search function, I...
One of my favorite parts of the complete series was the gear. My biggest dissapointment in the Complete Divine was that its gear section was Relics, which are pretty much worthless to me.
I wouldn't mind seeing more non-magical gear though. Something like the Black Company setting offers...