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An idea for experience point rewards
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<blockquote data-quote="BriarMonkey" data-source="post: 6093437" data-attributes="member: 95387"><p>In a prior campaign, I did something similar. I allowed players to spend XP on additional skill ranks and feats. I used a scaling cost however, so something like feats would be 1000xp for the 1st, 2000xp for the second, 4000xp for the third, etc.</p><p></p><p>In that entire campaign, no one actually purchased any feats beyond the second one, and only one or two bought any skill ranks - they valued gaining full levels over the little bits here and there.</p><p></p><p>With that, I've considered allowing for this in my next campaign - for similar reasons as you. However, I am reconsidering how I may want to actually do this. Since XP is really only a single currency, and its use is fairly narrow and it's the only way to advance in character level, something you may want to think about is what I've been thinking about - use an alternate form of currency - like many skill based rpgs. Basically, characters can earn "character points", or whatever, in addition to XP. Thus, you don't have to tap XP and those other points can be tailored however you want to fit what allowances you want to give the PCs as extras beyond their class abilities.</p><p></p><p>At least that is what I was thinking before I read the post from sheadunne... The last time I did the math, the difference between slow and medium, or medium and fast xp progression meant a character would be typically 1 level behind those using the faster xp track. I think between slow and fast was 2 or 3 levels. Anyway, using that as a basis for extras means again, you could customize the tracks and benefits to match what you wanted to give PCs. In other words, say between fast and medium, you could get 2 extra skill points, and 1 extra feat every 3 levels. Between fast and slow, mayhaps 4 skill points and 1 extra feat every 2 levels. It'd be an interesting idea to play with as that could be customized by class as well.</p></blockquote><p></p>
[QUOTE="BriarMonkey, post: 6093437, member: 95387"] In a prior campaign, I did something similar. I allowed players to spend XP on additional skill ranks and feats. I used a scaling cost however, so something like feats would be 1000xp for the 1st, 2000xp for the second, 4000xp for the third, etc. In that entire campaign, no one actually purchased any feats beyond the second one, and only one or two bought any skill ranks - they valued gaining full levels over the little bits here and there. With that, I've considered allowing for this in my next campaign - for similar reasons as you. However, I am reconsidering how I may want to actually do this. Since XP is really only a single currency, and its use is fairly narrow and it's the only way to advance in character level, something you may want to think about is what I've been thinking about - use an alternate form of currency - like many skill based rpgs. Basically, characters can earn "character points", or whatever, in addition to XP. Thus, you don't have to tap XP and those other points can be tailored however you want to fit what allowances you want to give the PCs as extras beyond their class abilities. At least that is what I was thinking before I read the post from sheadunne... The last time I did the math, the difference between slow and medium, or medium and fast xp progression meant a character would be typically 1 level behind those using the faster xp track. I think between slow and fast was 2 or 3 levels. Anyway, using that as a basis for extras means again, you could customize the tracks and benefits to match what you wanted to give PCs. In other words, say between fast and medium, you could get 2 extra skill points, and 1 extra feat every 3 levels. Between fast and slow, mayhaps 4 skill points and 1 extra feat every 2 levels. It'd be an interesting idea to play with as that could be customized by class as well. [/QUOTE]
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