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Alternative to XP expenditure?
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<blockquote data-quote="Khur" data-source="post: 1825601" data-attributes="member: 5583"><p>If really you want to ditch XP and you want a cool story hitch, combine some of your ideas and the ideas of others here. Your ideas above still have XP costs, which isn't your true goal, right? For example:</p><p></p><p><strong>Magic Item Creation</strong></p><p>Any item requires power components (for the requisite spells or "general" components) with a value of five times the experience point cost of the item. The item-creation process consumes all these components.</p><p></p><p> </p><p>This essentially works out to exchanging money for XP (5 gp to 1 XP), if you allow the artificer to actually buy components. This system works better if components are instead treated as treasure and/or cost double their base value when they can be purchased (10 gp to 1 XP). This latter point makes it more desirable to find the item (5 gp worth of treasure per XP) than to buy the item (10 gp per XP). In either case, this method doesn't have the goofy side effect of costing more to manufacture and item than it would to buy it outright.</p><p>You may want to give a little "extra" treasure above the norm, if power components take a prominent role in the game. Or ignore all the book work altogether and let the heroes go after what they need insofar as power components and have the slain creature's treasure just be a bonus. </p><p></p><p>You may also want to define components for items without spell prerequisites or at least define a set of generally useful power components (dragon parts work well because they are hard won and may create a lot of enemies--especially if it's well-known in arcane circles that a certain item cannot be created without a dragon heart).</p><p></p><p>Take it a seriously as you want. Fun is more important than "balance" at the gaming table, and having the player characters' desires fuel their need to adventure makes your job as DM a lot easier. Your storytelling episodes can be punctuated by simple monster hunts and expeditions for components. This is actually a very enjoyable way to play the game and tends to keep a wide variety of player tastes satisfied. Thereby, the above system actually serves to reinforce the game, instead of controlling it in a contrived way.= </p><p></p><p>Thanks for this thread. Great ideas.</p></blockquote><p></p>
[QUOTE="Khur, post: 1825601, member: 5583"] If really you want to ditch XP and you want a cool story hitch, combine some of your ideas and the ideas of others here. Your ideas above still have XP costs, which isn't your true goal, right? For example: [b]Magic Item Creation[/b] Any item requires power components (for the requisite spells or "general" components) with a value of five times the experience point cost of the item. The item-creation process consumes all these components. This essentially works out to exchanging money for XP (5 gp to 1 XP), if you allow the artificer to actually buy components. This system works better if components are instead treated as treasure and/or cost double their base value when they can be purchased (10 gp to 1 XP). This latter point makes it more desirable to find the item (5 gp worth of treasure per XP) than to buy the item (10 gp per XP). In either case, this method doesn't have the goofy side effect of costing more to manufacture and item than it would to buy it outright. You may want to give a little "extra" treasure above the norm, if power components take a prominent role in the game. Or ignore all the book work altogether and let the heroes go after what they need insofar as power components and have the slain creature's treasure just be a bonus. You may also want to define components for items without spell prerequisites or at least define a set of generally useful power components (dragon parts work well because they are hard won and may create a lot of enemies--especially if it's well-known in arcane circles that a certain item cannot be created without a dragon heart). Take it a seriously as you want. Fun is more important than "balance" at the gaming table, and having the player characters' desires fuel their need to adventure makes your job as DM a lot easier. Your storytelling episodes can be punctuated by simple monster hunts and expeditions for components. This is actually a very enjoyable way to play the game and tends to keep a wide variety of player tastes satisfied. Thereby, the above system actually serves to reinforce the game, instead of controlling it in a contrived way.= Thanks for this thread. Great ideas. [/QUOTE]
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Alternative to XP expenditure?
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