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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Abilities in exchange for Experience points: Good or Bad Idea.
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<blockquote data-quote="Li Shenron" data-source="post: 742252" data-attributes="member: 1465"><p>I haven't yet express my opinion on item creation mechanics.</p><p></p><p> </p><p></p><p>Exactly what I am trying to say: it's a perfectly fine system when used alone. It is still ok if you give out just a few abilities with it and then advance normally. It can be a total mess if some PCs exploits the opportunity a lot while the rest of the PCs advance normally.</p><p></p><p> </p><p></p><p>You know what I wanted to mean, kreynolds <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Of course it's like spending them, I just want to point out that with this variant you may have half a party of 10th level PCs and half a party of 1st level PCs just as powerful as the others (assuming the xp cost of the extra abilities is chosen very well); then you'll have to find a more difficult way to substitute CRs or average party level to give Xps, and you'll have to manage the consequences for the PCs to be still low level (for spell effects, caster level...).</p><p></p><p>Essentially you'll have to write the whole game from zero*. My point is just that if you use the variant as a regular base and the PCs exploit it, you are playing another game. It's fine, I don't mean it's horrible, but D&D is still a "traditional" class-based game, even if it gets more flexible every product comes out.</p><p></p><p>* I mean, if someone stays behind in level, you will consider to buy a caster level increase, an effective level increase or an extra hit die in exchange for Xps.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 742252, member: 1465"] I haven't yet express my opinion on item creation mechanics. Exactly what I am trying to say: it's a perfectly fine system when used alone. It is still ok if you give out just a few abilities with it and then advance normally. It can be a total mess if some PCs exploits the opportunity a lot while the rest of the PCs advance normally. You know what I wanted to mean, kreynolds :) Of course it's like spending them, I just want to point out that with this variant you may have half a party of 10th level PCs and half a party of 1st level PCs just as powerful as the others (assuming the xp cost of the extra abilities is chosen very well); then you'll have to find a more difficult way to substitute CRs or average party level to give Xps, and you'll have to manage the consequences for the PCs to be still low level (for spell effects, caster level...). Essentially you'll have to write the whole game from zero*. My point is just that if you use the variant as a regular base and the PCs exploit it, you are playing another game. It's fine, I don't mean it's horrible, but D&D is still a "traditional" class-based game, even if it gets more flexible every product comes out. * I mean, if someone stays behind in level, you will consider to buy a caster level increase, an effective level increase or an extra hit die in exchange for Xps. [/QUOTE]
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Abilities in exchange for Experience points: Good or Bad Idea.
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