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General Tabletop Discussion
*Pathfinder & Starfinder
Calculating XP drives me crazy
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<blockquote data-quote="Piratecat" data-source="post: 2828831" data-attributes="member: 2"><p>"Math is hard, I love shopping! Will we <em>ever</em> have enough clothes?"</p><p> ~ Teen Talk Barbie</p><p></p><p>In fact, one of my unstated design goals for this system is having something that's so easy to remember that I never again need to reference it. That more a philosophical design tenet than anything else, I suppose, but it's also practical; my players will be more accepting of a change if it's easy to remember what that change is.</p><p></p><p>Thanee, I don't suspect that this system will make item creation really powerful. There are opportunity costs and tradeoffs that restrain whole-hog item creation:</p><p></p><p> - My PCs are lvl 20-22. The spellcasters will want to reserve xp for emergency wishes and miracles.</p><p></p><p> - A 3-for-1 xp conversion for supporting characters is prohibitive enough to make people think twice, but not so steep that they'll never use it.</p><p></p><p> - XP spent to make an item is lost APs, and item making still costs money and time.</p><p></p><p>You know, you guys are right that the whole "AP & xp pool" thing is unweildy. I could solve the problem just as easily by giving them colored stones to represent APs, but five of those stones are red and can't be turned in for xp. Or just noting it on the character sheet in two boxes, one for convertible and one for non-convertible APs. I'll give that some thought.</p><p></p><p>Do negative levels punish spellcasters (who lose a spell slot) more than melee types? I don't <em>think</em> so, because melee types lose to hit bonuses, but it's worth questioning. I love the in-game rationalization for the negative levels, the pale hero whose dreams are haunted by death. That kicks ass.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 2828831, member: 2"] "Math is hard, I love shopping! Will we [i]ever[/i] have enough clothes?" ~ Teen Talk Barbie In fact, one of my unstated design goals for this system is having something that's so easy to remember that I never again need to reference it. That more a philosophical design tenet than anything else, I suppose, but it's also practical; my players will be more accepting of a change if it's easy to remember what that change is. Thanee, I don't suspect that this system will make item creation really powerful. There are opportunity costs and tradeoffs that restrain whole-hog item creation: - My PCs are lvl 20-22. The spellcasters will want to reserve xp for emergency wishes and miracles. - A 3-for-1 xp conversion for supporting characters is prohibitive enough to make people think twice, but not so steep that they'll never use it. - XP spent to make an item is lost APs, and item making still costs money and time. You know, you guys are right that the whole "AP & xp pool" thing is unweildy. I could solve the problem just as easily by giving them colored stones to represent APs, but five of those stones are red and can't be turned in for xp. Or just noting it on the character sheet in two boxes, one for convertible and one for non-convertible APs. I'll give that some thought. Do negative levels punish spellcasters (who lose a spell slot) more than melee types? I don't [i]think[/i] so, because melee types lose to hit bonuses, but it's worth questioning. I love the in-game rationalization for the negative levels, the pale hero whose dreams are haunted by death. That kicks ass. [/QUOTE]
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Calculating XP drives me crazy
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