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Abilities in exchange for Experience points: Good or Bad Idea.
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<blockquote data-quote="kreynolds" data-source="post: 740736" data-attributes="member: 2829"><p>Then I still don't know what "access" you're referring to.</p><p></p><p></p><p></p><p>Don't assume, if you can help it (everyone does it though, to some degree at least). Assumptions defeat the purpose of a discussion.</p><p></p><p>But to answer your question more directly, I don't assume the core rules are being used for XP rewards for one reason...they suck. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Seriously, they're flawed, and if the designers themselves felt it necessary to revamp it in another book, that says something in and of itself.</p><p></p><p></p><p></p><p>If by "problem" you mean the upward-curve in power and flat-line of character level, I never said it did.</p><p></p><p></p><p></p><p>I agree, but I never argued that. In fact, I supported that in my second post by saying that I prefer to use ECL mods.</p><p></p><p></p><p></p><p>If he doesn't get killed, of course, which is quite likely that he will. If he does manage to survive, however, he won't be any more powerful than he was before. His gear is <em>meant</em> to count at half cost if he makes it, and he's still limited by wealth. If he gives any of that gear to his fellows, it counts against them in full, and they're still limited by wealth. The system as designed takes this into account, and while they may accumulate a whole lot of gear, its your job, the DM, to make sure they don't accumulate too much. Its either that, or you adjust the world around them. Either work.</p><p></p><p></p><p></p><p>I don't see the problem. If the spellcaster makes his own stuff, the rules say he can have twice as much stuff. In other words, he is supposed to have a lot of stuff if he makes it himself. And if he does make it all himself, then adventuring can get really really dangerous. Anyways, I'm not seeing the breakdown that you're seeing.</p><p></p><p></p><p></p><p>Typically? I'd say no, but the question is irrelevant anyway. The typical spellcasters I've seen have been wizards, and when the spell research costs are enforced, they need every bit of gold they can get. Selling magic items makes money. Giving them away doesn't. Besides, whether or not the character feels obligated to make items for themselves or their friends is entirely dependent upon the character/player in question. The point is that the item creation has a choice as to whether or not he gives his stuff to his friends, and the system is designed to accomodate that.</p><p></p><p></p><p></p><p><strong>ECL.</strong> Works for me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p></p><p></p><p>Perhaps, but the core XP system screws lower level characters. Its as simple as that. Its a matter of preference which one is used. I use the FRCS. You use the DMG. Now that we have established that, we need not go any further with it.</p><p></p><p>However, I would like to point out that characters don't have Encounter Level ratings unless they're the encounter. If you meant ECL, then I still disagree with your statement. I'm trying to understand your point of view, but aside from tracking power levels (to which there is a definitive solution), I don't see a problem.</p></blockquote><p></p>
[QUOTE="kreynolds, post: 740736, member: 2829"] Then I still don't know what "access" you're referring to. Don't assume, if you can help it (everyone does it though, to some degree at least). Assumptions defeat the purpose of a discussion. But to answer your question more directly, I don't assume the core rules are being used for XP rewards for one reason...they suck. ;) Seriously, they're flawed, and if the designers themselves felt it necessary to revamp it in another book, that says something in and of itself. If by "problem" you mean the upward-curve in power and flat-line of character level, I never said it did. I agree, but I never argued that. In fact, I supported that in my second post by saying that I prefer to use ECL mods. If he doesn't get killed, of course, which is quite likely that he will. If he does manage to survive, however, he won't be any more powerful than he was before. His gear is [i]meant[/i] to count at half cost if he makes it, and he's still limited by wealth. If he gives any of that gear to his fellows, it counts against them in full, and they're still limited by wealth. The system as designed takes this into account, and while they may accumulate a whole lot of gear, its your job, the DM, to make sure they don't accumulate too much. Its either that, or you adjust the world around them. Either work. I don't see the problem. If the spellcaster makes his own stuff, the rules say he can have twice as much stuff. In other words, he is supposed to have a lot of stuff if he makes it himself. And if he does make it all himself, then adventuring can get really really dangerous. Anyways, I'm not seeing the breakdown that you're seeing. Typically? I'd say no, but the question is irrelevant anyway. The typical spellcasters I've seen have been wizards, and when the spell research costs are enforced, they need every bit of gold they can get. Selling magic items makes money. Giving them away doesn't. Besides, whether or not the character feels obligated to make items for themselves or their friends is entirely dependent upon the character/player in question. The point is that the item creation has a choice as to whether or not he gives his stuff to his friends, and the system is designed to accomodate that. [b]ECL.[/b] Works for me. :cool: Perhaps, but the core XP system screws lower level characters. Its as simple as that. Its a matter of preference which one is used. I use the FRCS. You use the DMG. Now that we have established that, we need not go any further with it. However, I would like to point out that characters don't have Encounter Level ratings unless they're the encounter. If you meant ECL, then I still disagree with your statement. I'm trying to understand your point of view, but aside from tracking power levels (to which there is a definitive solution), I don't see a problem. [/QUOTE]
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