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<blockquote data-quote="Lanefan" data-source="post: 5571393" data-attributes="member: 29398"><p>Most of your ideas are quite solid, and I'll be interested to see where this ends up. But one thing to watch:Agreed on setting these aside, but you'll need to put something in to replace these penalties or else the benefits of playing a non-Human will see very few Humans getting played. (what we did was simply tone down some of the racial benefits and put in some racial penalties; it's not perfect but it's at least functional)</p><p></p><p>A few other thoughts:</p><p>This would be a huge change from a 4e standpoint, but an interesting one. Right now you've got experience points given out in measured-by-encounter batches for defeating foes and treasure given out in measured-by-level parcels. Messing with one doesn't change the other e.g. if you decide there's going to be no treasure here then so be it, the party still get x.p. for what they beat. But if you bundle x.p. in with the treasure parcels that means a DM would be somewhat obligated to give out treasure no matter what but also means adventures can be designed without such a combat-first background. Hmmm....</p><p> </p><p>How do you handle PCs creating their own items to avoid double-dipping i.e. getting a bunch of x.p. for claiming lots of gold (as opposed to items) then turning around and plowing that gold into item creation, thus ending up with x.p. *and* items?</p><p></p><p>The simple answer - one I like but not many others seem to - is to simply take item creation out of the PCs' hands. If you want to make an item then fine, but you'll be home for a year or two while your companions keep adventuring...</p><p> </p><p>Lan-"give me the gold. I'll steal the items later"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5571393, member: 29398"] Most of your ideas are quite solid, and I'll be interested to see where this ends up. But one thing to watch:Agreed on setting these aside, but you'll need to put something in to replace these penalties or else the benefits of playing a non-Human will see very few Humans getting played. (what we did was simply tone down some of the racial benefits and put in some racial penalties; it's not perfect but it's at least functional) A few other thoughts: This would be a huge change from a 4e standpoint, but an interesting one. Right now you've got experience points given out in measured-by-encounter batches for defeating foes and treasure given out in measured-by-level parcels. Messing with one doesn't change the other e.g. if you decide there's going to be no treasure here then so be it, the party still get x.p. for what they beat. But if you bundle x.p. in with the treasure parcels that means a DM would be somewhat obligated to give out treasure no matter what but also means adventures can be designed without such a combat-first background. Hmmm.... How do you handle PCs creating their own items to avoid double-dipping i.e. getting a bunch of x.p. for claiming lots of gold (as opposed to items) then turning around and plowing that gold into item creation, thus ending up with x.p. *and* items? The simple answer - one I like but not many others seem to - is to simply take item creation out of the PCs' hands. If you want to make an item then fine, but you'll be home for a year or two while your companions keep adventuring... Lan-"give me the gold. I'll steal the items later"-efan [/QUOTE]
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