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Blurring the line of levels... (ANOTHER tinkering thread)
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<blockquote data-quote="Evenglare" data-source="post: 5936488" data-attributes="member: 63245"><p>So as you may know, I love tinkering around with the d20 system as a whole. I have access to some things that I can't talk about here, however being as non specific as I can... I have come across a leveling system that actually spreads out the level over a number of sessions. Being that this system is based off of the d20 system as a whole, I'm tinkering around with it adapting it to 3.x stuff... well specifically pathfinder, as it is what im gearing up to run soon. </p><p></p><p>Anyway, essentially the system would do away with xp (in it's current form) and you would gain your abilities over time , instead of just leveling up and instantly becoming better at everything. The original way of leveling never really addressed this in any way. This isnt a good or bad thing, it's simply how the game was made. </p><p></p><p>So im tinkering around with ways of granting abilities over sessions of play. Of course the first thing we should do is outline what exactly a person gets at every level. We have :</p><p></p><p>-HP / Hit Die</p><p>-Base Attack Bonus</p><p>-Fort/Ref/Will Saves</p><p>-Skill Points (or whatever equivalent)</p><p>-Feats</p><p>-Ability score raises (if any)</p><p>-Class abilities (including Spell Progression) </p><p></p><p>(im pretty sure that is all off the top of my head)</p><p></p><p>So now is where the fun begins, dividing and sorting the advancements and figuring out when to give them out . There are a couple of things I have been throwing around in my head. The first one is the idea of milestones. These milestones would act as experience in a sort of way, only very basic. I would assign each advancement a cost and then you would "spend" your mile stones to gain whatever advancement you wanted. </p><p></p><p>For example, lets say that HP costs 1 , and Saves cost 3, base attack bonus increase costs 5 . Keep in mind this is only a very very rough thought outline. So the DM would award mile stones and after each session the characters would spend them and gain the advancement. Of course you could only take an advancement once until all other advancements have been taken. For example you couldnt just pump a lot of points and raise your BAB to some high level and neglect everything else. This of course assures the character will gain his full level before preceeding to the next.</p><p></p><p>Of course there is always the option of taking out the restriction of gaining all advancements before starting over, and simply let each character pump as many points as he wants into an advancement. Of course this would almost certainly skew balance. If a fighter were to pool all of his points into his BAB, he would hit very often, however everything else would suffer. This may be enough to balance out the character. Fighter would be horrible at saves , and would easily fall victim to things such as spells and traps.</p><p></p><p>As for my second idea, it is to have each character gain an advancement in some predetermined order. An example would be in the order listed above. This is much less "flexible" compared to the other system I noted above , but still accomplishes the advancement as intended.</p><p></p><p>Any thoughts or ideas that I may have neglected?</p></blockquote><p></p>
[QUOTE="Evenglare, post: 5936488, member: 63245"] So as you may know, I love tinkering around with the d20 system as a whole. I have access to some things that I can't talk about here, however being as non specific as I can... I have come across a leveling system that actually spreads out the level over a number of sessions. Being that this system is based off of the d20 system as a whole, I'm tinkering around with it adapting it to 3.x stuff... well specifically pathfinder, as it is what im gearing up to run soon. Anyway, essentially the system would do away with xp (in it's current form) and you would gain your abilities over time , instead of just leveling up and instantly becoming better at everything. The original way of leveling never really addressed this in any way. This isnt a good or bad thing, it's simply how the game was made. So im tinkering around with ways of granting abilities over sessions of play. Of course the first thing we should do is outline what exactly a person gets at every level. We have : -HP / Hit Die -Base Attack Bonus -Fort/Ref/Will Saves -Skill Points (or whatever equivalent) -Feats -Ability score raises (if any) -Class abilities (including Spell Progression) (im pretty sure that is all off the top of my head) So now is where the fun begins, dividing and sorting the advancements and figuring out when to give them out . There are a couple of things I have been throwing around in my head. The first one is the idea of milestones. These milestones would act as experience in a sort of way, only very basic. I would assign each advancement a cost and then you would "spend" your mile stones to gain whatever advancement you wanted. For example, lets say that HP costs 1 , and Saves cost 3, base attack bonus increase costs 5 . Keep in mind this is only a very very rough thought outline. So the DM would award mile stones and after each session the characters would spend them and gain the advancement. Of course you could only take an advancement once until all other advancements have been taken. For example you couldnt just pump a lot of points and raise your BAB to some high level and neglect everything else. This of course assures the character will gain his full level before preceeding to the next. Of course there is always the option of taking out the restriction of gaining all advancements before starting over, and simply let each character pump as many points as he wants into an advancement. Of course this would almost certainly skew balance. If a fighter were to pool all of his points into his BAB, he would hit very often, however everything else would suffer. This may be enough to balance out the character. Fighter would be horrible at saves , and would easily fall victim to things such as spells and traps. As for my second idea, it is to have each character gain an advancement in some predetermined order. An example would be in the order listed above. This is much less "flexible" compared to the other system I noted above , but still accomplishes the advancement as intended. Any thoughts or ideas that I may have neglected? [/QUOTE]
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