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Custom Campaign - G&G Classless (sort of)
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<blockquote data-quote="the_bruiser" data-source="post: 3960955" data-attributes="member: 6126"><p><strong>Thanks!</strong></p><p></p><p></p><p></p><p>In my system, you get 80 points ("DPs") for 0 level, plus 20 per level, so 100 DPs at first level. </p><p></p><p></p><p></p><p>We do treat everything as a 'big pool' in this system. One thing that is different than you might expect, however, is that (other than racial characteristics) nothing is 'bolted down' after first level. You can spend points on attributes at any level. If at 5th level your character decides, forget it, I'm going to go with two weapon, you can then jack up your dexterity at that point. This provides maximum future flexibility and also avoids the 'when were points spent?' phenomenon. </p><p></p><p>Keep in mind that this system is an almost complete overhaul of the normal system. In the same way that doing a point-buy system for attributes under normal rules 'costs' more the higher you go, the same graduated point cost system applies here to attributes, skills, saves, attack bonuses, etc. The more you want to exceed the 'normal' level, the less bang you get for your buck. </p><p></p><p>Finally, two specific points that you wouldn't catch without spending some time looking at my stuff in detail. </p><p></p><p>Re: your HD point - no way you would catch this without reading the long word doc - this is G&G based, so HP are held to exactly 30. So not meaningful for this system.</p><p></p><p>Re: the intelligence / skill point: No bonus skill points for intelligence in this system, and there are really only nine core skills and purchases are made directly in skill bonuses at increasing cost.</p><p></p><p>The whole thing is designed (imperfectly, of course!) to avoid this potential problem. </p><p></p><p></p><p></p><p>Agreed. For us in particular, since there's no distinction between points spent at creation and other levels, character abilities 'should' be substantially the same whether created at 8th or played up to that level. </p><p></p><p>Clearly you've thought about this topic a great deal - you caught one subtlety that isn't really apparent in the doc. We have indeed bypassed the experience point system entirely - after a session, we just award DPs depending on how it went. I'm impressed that you're thoughtful enough to allude to this. For purposes of level-dependent abilities, such as an animal companion, you infer a character-level-equivalent based on the DPs your character has earned. If you have earned 200 DPs, then level-dependent abilities are treated as 6th level [(200 - 80) / 20, rounded down].</p><p></p><p>The most 'efficient' way to build a character in this system is to allocate resources (DPs) across a wide variety of areas... except that then you'd have a character that was merely above average in attack, defense, skills, etc., with no real strength - and what the fun in that? I'm aware that versatility is itself a strength, but being the second or third best in the party in everything rarely leads to the 'glory' moments that my particular playing group seems to crave. My group tends to want to be the best at attacking, or do the most damage, or be the best at skills, or be the hardest to kill, etc.</p></blockquote><p></p>
[QUOTE="the_bruiser, post: 3960955, member: 6126"] [b]Thanks![/b] In my system, you get 80 points ("DPs") for 0 level, plus 20 per level, so 100 DPs at first level. We do treat everything as a 'big pool' in this system. One thing that is different than you might expect, however, is that (other than racial characteristics) nothing is 'bolted down' after first level. You can spend points on attributes at any level. If at 5th level your character decides, forget it, I'm going to go with two weapon, you can then jack up your dexterity at that point. This provides maximum future flexibility and also avoids the 'when were points spent?' phenomenon. Keep in mind that this system is an almost complete overhaul of the normal system. In the same way that doing a point-buy system for attributes under normal rules 'costs' more the higher you go, the same graduated point cost system applies here to attributes, skills, saves, attack bonuses, etc. The more you want to exceed the 'normal' level, the less bang you get for your buck. Finally, two specific points that you wouldn't catch without spending some time looking at my stuff in detail. Re: your HD point - no way you would catch this without reading the long word doc - this is G&G based, so HP are held to exactly 30. So not meaningful for this system. Re: the intelligence / skill point: No bonus skill points for intelligence in this system, and there are really only nine core skills and purchases are made directly in skill bonuses at increasing cost. The whole thing is designed (imperfectly, of course!) to avoid this potential problem. Agreed. For us in particular, since there's no distinction between points spent at creation and other levels, character abilities 'should' be substantially the same whether created at 8th or played up to that level. Clearly you've thought about this topic a great deal - you caught one subtlety that isn't really apparent in the doc. We have indeed bypassed the experience point system entirely - after a session, we just award DPs depending on how it went. I'm impressed that you're thoughtful enough to allude to this. For purposes of level-dependent abilities, such as an animal companion, you infer a character-level-equivalent based on the DPs your character has earned. If you have earned 200 DPs, then level-dependent abilities are treated as 6th level [(200 - 80) / 20, rounded down]. The most 'efficient' way to build a character in this system is to allocate resources (DPs) across a wide variety of areas... except that then you'd have a character that was merely above average in attack, defense, skills, etc., with no real strength - and what the fun in that? I'm aware that versatility is itself a strength, but being the second or third best in the party in everything rarely leads to the 'glory' moments that my particular playing group seems to crave. My group tends to want to be the best at attacking, or do the most damage, or be the best at skills, or be the hardest to kill, etc. [/QUOTE]
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