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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Alternate XP system, magic item creation/spells
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<blockquote data-quote="Hawken" data-source="post: 3186159" data-attributes="member: 23619"><p>I've never had a problem with things this way: </p><p></p><p>--Spells w/XP: The XP cost is temporary. XP is regained at a rate of 25XP/caster level per 24hrs. Once the caster is down to the minimum XP for his current level, he cannot cast anymore XP spells until he regains XP at the rate listed above or receives a Restoration spell (restores all lost XP). I also allow a conversion on a 1:10 basis to incur a temporary XP cost in place of spells with a gp cost that the group cannot or does not want to make. So, if a spell has a gp cost of 1,000gp and the caster is broke or does not possess the required item of that value, he can cast the spell anyway but would incur a temporary xp cost of 100xp.</p><p></p><p>--Magic Items: I do not include an XP cost in item creation. Casters are allowed to create one item per caster level (or new caster level if the character advances) between adventures, if they have the requisite item creation feat. Up to 10 one shot items (potions or scrolls) count as 1 item. Up to 3 wands or charged Wondrous Items can count as 1 item. Rods and Staves count as 1 item. Armor, weapons, rings and all other Wondrous Items count as 1 item. If the characters need to make an item during the course of an adventure, or additional items are being made, normal time and GP cost is spent. Arcane casters are allowed to substitute one new spell in their spellbook in place of making 1 new item (at no cost for scribing). Scribing more spells takes 1 week per 2 levels of the spells if additional spells beyond the above limits are being scribed.</p><p></p><p>On a related note, I allow one free adjustment of any spell per day with a Metamagic feat. I typically use a spell point system in my game (1 spell level = 1 point) with further Metamagic modification costing 1 point per spell level increase.</p></blockquote><p></p>
[QUOTE="Hawken, post: 3186159, member: 23619"] I've never had a problem with things this way: --Spells w/XP: The XP cost is temporary. XP is regained at a rate of 25XP/caster level per 24hrs. Once the caster is down to the minimum XP for his current level, he cannot cast anymore XP spells until he regains XP at the rate listed above or receives a Restoration spell (restores all lost XP). I also allow a conversion on a 1:10 basis to incur a temporary XP cost in place of spells with a gp cost that the group cannot or does not want to make. So, if a spell has a gp cost of 1,000gp and the caster is broke or does not possess the required item of that value, he can cast the spell anyway but would incur a temporary xp cost of 100xp. --Magic Items: I do not include an XP cost in item creation. Casters are allowed to create one item per caster level (or new caster level if the character advances) between adventures, if they have the requisite item creation feat. Up to 10 one shot items (potions or scrolls) count as 1 item. Up to 3 wands or charged Wondrous Items can count as 1 item. Rods and Staves count as 1 item. Armor, weapons, rings and all other Wondrous Items count as 1 item. If the characters need to make an item during the course of an adventure, or additional items are being made, normal time and GP cost is spent. Arcane casters are allowed to substitute one new spell in their spellbook in place of making 1 new item (at no cost for scribing). Scribing more spells takes 1 week per 2 levels of the spells if additional spells beyond the above limits are being scribed. On a related note, I allow one free adjustment of any spell per day with a Metamagic feat. I typically use a spell point system in my game (1 spell level = 1 point) with further Metamagic modification costing 1 point per spell level increase. [/QUOTE]
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Community
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Alternate XP system, magic item creation/spells
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